Posts Tagged ‘Comics Time’
Comics Time: Two Eyes of the Beautiful
March 12, 2010Two Eyes of the Beautiful
Ryan Cecil Smith
self-published, 2010
26 story pages
$5
Based on Kazuo Umezu’s Blood Baptism, this minicomic from Closed Caption Comics stalwart Ryan Cecil Smith–labeled “a grotesque horror manga” on its cover–is funny and queasily suspenseful in equal measure. One one level it’s an experiment in wedding Smith’s thin-lined, loose altcomix style to the doe-eyed, slackjawed strangeness of Umezu’s character designs, and to the spectacle of his horrific “punchline” panels and pages. The wedding’s a happy one, milked mainly for the blackly comedic effect of the contrast. This ironic tinge helps to capture the over-the-top emotional absurdity of this kind of material–in this story, a famous actress literally walks away from her own life and goes into hiding with her daughter on the promise of some sketchy doctor to heal her facial disfigurement if and only if she were to completely disappear from society. (Jeez, I consult the Internet for a second opinion over cough medicine.) Once we learn that the actress has been instructed by the doctor to procure one pure, beautiful young girl for his presumably nefarious purposes, Smith has a lot of fun ratcheting up the tension in horror-comedy style, first via a long, overly specific interrogation of the little girl by the actress, trying to make sure she hadn’t told anyone she was coming over as she slowly locks all the windows and doors to prevent her escape; and second via a pictureless depiction of the actress’s struggle to tie up the little girl, a series of blacked-out panels where the action is conveyed solely through sound effects (“MMMMMPHHHH, KICK, EEE, MMMPHH, PANT, TIE, STRUGGLE, PANT”).
Yet at the same time, given the kinds of cruelty to children we know these comics are capable of, the material is actually quite dreadful amid its goofiness. You hate to think what this vein, horrible woman will do to this poor innocent orphan (you BET she’s an orphan), and then you hate how easy it is for the woman to shift the blame to the little girl when she escapes and seeks aid. I was quite prepared to be sickened by whatever would happen to this poor kid; I dodged a bullet, but I know it was only through the restraint of the cartoonist that this occurred. For a formal exercise, it’s striking stuff.
Comics Time: All-Star Superman
March 11, 2010All-Star Superman Vols. 1 & 2
Grant Morrison, writer
Frank Quitely, artist
DC, 2008-2010, believe it or not
160 pages each
$12.99 each
For today’s Comics Time review, please visit The Savage Critics.
Comics Time: Savage Difficulties
March 10, 2010Today’s Comics Time review, which was to be hosted at the all-new all-different Savage Critics, has been gobbled up by a host switchover. I will be able to reconstruct it and post it tomorrow.
In the meantime, may I suggest you add the new Savage Critics RSS feed to your RSS readers. The switchover isn’t automatic, so if you previously subscribed, you’ll want to update it.
Thank you for your interest.
Comics Time: Naoki Urasawa’s Monster Vols. 6-18
March 8, 2010Naoki Urasawa’s Monster Vols. 6-18
Naoki Urasawa, writer-artist
Viz, 2006-2008
200+ pages each
$9.99 each
It’s not quite accurate to say that Monster got away from Naoki Urasawa in the end. Never–not as volume after volume of increasingly baroque hidden connections, repressed memories, and buried Communist conspiracies multiplied and refracted like a screensaver, not even as he added still more characters to a cast that already made The Lord of the Rings look like No Exit in Volume frickin’ 18–did Urasawa come across as anything but totally in control. Each time a new concept was introduced, I knew it would tie into someone or something we’d already met in a way that would nonetheless surprise and delight me. Each time a new character came along, I knew I’d be made to care about this new sad-sack with either a tormented past or an overdeveloped sense of right and wrong. Every twist made it clear I was in the hands of a master.
Yet for all that I knew Urasawa was making conscious decisions at every turn rather than running around frantically to keep all the plates spinning, I can’t help but feel that by the end, he’d made some bad decisions, spun some broken plates. First and foremost, remember when Dr. Tenma was the main character? Nominally I suppose that’s still true, as the final showdown with the titular character is with him. But by then you’re just as likely to be spending screentime with Grimmer, or Nina, or Eva, or Reichwein, or Lunge, or Gillen, or Verdeman, or even random characters who are in and out in the space of one volume like Martin or Milan or the people of Ruhenheim. (That I remember the vast majority of those names off the top of my head speaks well of the material, but still.) Without the singular, driving focus of the original concept– A doctor saves a little boy who grows up to be a serial killer and now must hunt him down–the story’s sprawl starts to pull it apart a bit, and the climactic confrontation is robbed of some of its weight.
Then there’s that confrontation itself. It’s distinguished by the strongest image in the series, a searing two-page spread that screams “instant classic.” And it undoubtedly brings to bear the full weight of the preceding 17 1/2 volumes of cat-and-mouse, before knowingly (if a wee bit over-familiarly) pulling the rug out from under the moment. The problem is that for, oh, four or five volumes leading up to that moment, it’s felt like one climax after another. I know this could be an artifact of the translation and adaptation process, but the dialogue really starts to feel artificially stretched out in the home stretch, with short sentences split between five panels across a full page in some cases just for dramatic impact. Of course, do that too often and the impact is dulled; do it for a quarter of your series and it starts to feel like a neurotic tic. Particularly given how many times this is done to depict a character reaching into the recesses of his or her memory and pulling out something dark and terrible but stopping just short of dragging it into the light for good, the repetition begins to grate, and to make it difficult to distinguish final revelations from teases.
That said, this stuff is as thick and engrossing as quicksand. The steady rhythm and rock-solid character designs are pretty much tailor-made for getting lodged in your head and replayed as you drift off to sleep at night–I for one had a pretty messed-up dream last night about my wife and I fleeing through a hospital from a monstrous child-thing. Several sequences are genuinely chilling: The standouts for me are the cruelty of a child who briefly fell under the tutelage of the title character, the dark storybooks of Klaus Poppe (beautifully drawn in a vastly different style; remember that storybook about the train in the Dark Tower series?), and the ending itself. I’m not sure how sold I am on the book’s constant waxing philosophical about good, evil, and the value of human life, particularly the hard line it makes Tenma take against killing even in immediate self-defense or the defense of others, given the track records of the characters he tends to be pointing his gun at in these situations. But at the same time, the material concerning the abuse of children, the mad ambitions of people with lots of power and little oversight, and the notion that secret, forgotten deeds committed in the name of defunct ideologies can reverberate indefinitely with disastrous consequences is all very effective. That last bit, it strikes me now, is symbolized by the sign of the long-gone Three Frogs pub that becomes so pivotal: An artifact that has outlived its artisans, a symbol that has outlived what it symbolized, yet which still has a potent ability to harm. From the high concept on down, Monster is a story of unforeseen consequences, which are often more awful than the awful things we meant to happen.
Comics Time: Naoki Urasawa’s Monster Vols. 4-5
March 1, 2010Naoki Urasawa’s Monster Vols. 4-5
Naoki Urasawa, writer/artist
Viz, 2006
200+ pages each
$9.99 each
By now it’s clear that that sore-thumb final chapter of Volume Two, where Tenma briefly brings sunshine into the life of a mercenary and his heretofore damaged adopted daughter, isn’t the exception, but the rule. Monster, it seems, will be not just about Tenma’s game of cat and mouse with Johan, the serial killer whose life he saved, nor even just about that plus the parallel chases of Inspector Lunge as he hunts for Tenma and Johan’s sister Nina as she too hunts for Johan. Instead it’ll be like, I don’t know, The A-Team, where Johan, Lunge, and Nina’s quests will intersect with a variety of conflicted medical professionals, memorably evil criminals, memorably humane ex-criminals, shadowy governmental agents, and so forth in each “episode.” We’ll bounce them off our leading players, an incremental revelation will be proffered to the heroes, an epiphany will be reached by the guest stars, someone will be murdered by Johan or his minions, and the cycle begins anew. A lot of this is Velveeta, but I’m never not racing through it to find out how this ties into the increasingly byzantine and red-herring-laden backstory of Johan, or who’ll get capped and how and why. It helps that Urasawa bothered to situate the story not just in some generic “present day, local location” setting, but in post-Cold War Germany and its medical community; like the realistic backgrounds provided by his studio, the details of reunification, the far-right underground, the role and status of immigrants, the expertise and moral dilemmas of its doctor characters–they all give the story weight, depth, and shading even at its broadest and most black-and-white. It’s getting a little hard to keep track of all the square-headed middle-aged men with pointy noses, however, which is what makes the few character designs that deviate from that norm–the balding, hulking, doughy serial killer Jungers, for example, his eyes whited out by the reflection off his glasses–such a pleasure to encounter. In that same spirit, Monster seems a saga of simplistic structuring shored up by entertainingly complicating wrinkles.
Comics Time: Naoki Urasawa’s Monster Vols. 1-3
February 26, 2010Naoki Urasawa’s Monster Vols. 1-3
Naoki Urasawa, writer/artist
Viz, 2006
208-224 pages each
$9.99 each
[First, a programming note. Because I read so many comics and write so many reviews, I end up reading and reviewing mostly self-contained works rather than long runs. The problem is I’ve been at this for long enough that a majority of the books on my “unread” shelves (plural) are part of big ol’ multi-volume series. Which is exciting! I love plunging into a world for as long as it’ll have me, that’s one of the great pleasures art can provide. But it presents a conundrum for a critic who posts three reviews a week, because on the one hand I’m accustomed to reviewing a complete work, so a big part of me would prefer to complete a series before reviewing it. Moreover, I don’t wanna bury the site in piecemeal reviews of a couple-three volumes at a time, just so no one, me or you, gets bored. On the other hand, I really like holding myself to this schedule, it’s fun and it’s been good for me as a writer and just as a reader too. And there’s probably something to be said for posting more than one review for a given series, tackling earlier and later material from it separately, seeing how both the material and my take on it change over the duration of its run. So for now that’s the direction I’m headed with this particular series, though in the future I may go ahead and stop posting reviews until I get a whole run read. Who knows? Life is a mystery. And so is…]
Naoki Urasawa’s Monster, the series that as best I can tell broke him in America, is a strange beast. You’ve got four distinct, and perhaps competitive, forces at play in these early volumes. Number one is the elevator-pitch concept: Brilliant doctor risks his career to save the life of an orphan, only for the orphan to grow up into a serial killer. Number two is the way that high concept broadens and complicates into a globetrotting (well, Germany-trotting, so far) political-thriller pageturner/potboiler. Number three is the frothy pulpy soapy melodrama of it all, with characters yelling about the sanctity of human life and children in peril and a villain who is repeatedly labeled “pure evil” Michael Meyers-style and geniuses in their fields who throw it all away for the sake of the job and on and on. Number four, maybe the most interesting force at work, is this undercurrent of meaty and specific social issues that weave in and out of the genre business: German reunification and its discontents, being an Asian immigrant in Europe, medical ethics and hospital politics, child abuse (depicted in a shockingly frank fashion at times).
And as I’ve pointed out in the past, Urasawa’s art plays it all totally straight. It’s just pure craft, existing for the sole purpose of getting the story across and over. The people look cartoony, yes–they remind me of Disney house-style people, not in terms of their specific look but in the way they function as vehicles for immediately intelligible ideas and emotions. The clarity they comprise is so…overpowering, I guess is the word, so able to lodge in your brain, that this morning as I was thinking over Footnotes in Gaza again, the people of Rafah appeared to me in Urasawa style, not Joe Sacco style. My point, though, is that apart from their cartooniness and penchant for yelling, which could point toward the pulp melodrama as the dominant thread for the series, the character designs and the art in general really don’t tip their hand as to what you “should” be making of all this. Is it “just” addictive thriller storytelling? Are we meant to take the various waxings philosophical seriously, is the thriller stuff and the in-your-face villainy and the way we’ve met four or five people so good at their jobs that it’s broken up their marriages intended as a palatable container for it? Or is it vice versa? This is what American serialized genre-entertainment fans might call the Lost question (a comparison I’ve made with Urasawa’s stuff before). Frankly, I think that in Monster‘s case the pulpy stuff wins the day hands down–the issue-y stuff is reeeeeeeally broad. But I suppose the point here, in the end, is that if you can read the first volume and not want to read the next 17, you are made of sterner stuff than I.
Comics Time: Batman & Robin #9
February 24, 2010Batman & Robin #9
Grant Morrison, writer
Cameron Stewart, artist
DC, February 2010
24 story pages
$2.99
I’ve been a bit of a broken record on this score lately, but here is another comic I want to physically force the writers and artists of other action-dependent superhero comics to read, eyeballs propped open A Clockwork Orange-style. Consider if you will the care and attention paid to the page on which Batman and Batwoman pound the stuffing out of Zombie Batman. (Okay, first consider that this comic contains a page on which Batman and Batwoman pound the stuffing out of Zombie Batman. Then move on.) Look at the way the fight choreography flows from one panel to the next. It’s not just a series of random cutaways: The pivot you see Batwoman executing in the background as Batman punches Zombie Batman in the jaw of one panel leads into the kick you see her deliver in the foreground as Batman cocks his other fist in the next panel, which leads into the left hook you see him land in the panel after that. Or return to earlier in the issue, where a still-wounded Robin and out-of-his-league Alfred battle the Zombie Batman using the objects (a wireless computer mouse, a wheelchair) and environments (an elevator) available to them, each beat portrayed with crystal-clear visual logic and visceral impact. I could seriously reread that sequence where Zombie Batman gets choked with his own cape as Alfred snags it into the elevator and hits the Up button, until Zombie Batman cuts himself loose with a batarang, over and over again. God how it cleanses the palate of the umpteenth two-page melee spread.
What’s still more delightful about this issue is that Stewart brings these same chops to pretty much everything he draws. Look at the knowing Mona Lisa smile on Batwoman’s face as she tells the romantically interested Dick Grayson not to get his hopes up, sharing an inside joke with those of us beyond the fourth wall. Look at how Batwoman’s father looks like he wandered in from another comic as he pops up in street clothes among a gaggle of costumed crimefighters, emphasizing what a gonzo concept it is to have your dad be your sidekick more clearly than anything I’ve seen in Batwoman’s solo adventures to date. Look at Zombie Batman himself, as much a gift to the toy folks as the Batman of Zur-En-Arrh was and the Batmen of the Timestream are about to be. And I could definitely stand to see the double-punch panel become as much of a trademark element of Batman and friends as using “Bat” as a prefix.
Oh yeah Grant Morrison’s involved too. What I liked best about his work here is usually what I like least about Batman comics: His army of increasingly interchangeable crimefighting tagalongs. The real Batman isn’t even in the comic anymore, of course, so this book features no fewer than nine such characters, if you count Zombie Batman; four of them are direct riffs on Batman himself. But from Papa Batwoman’s military jargon (via a pretty effortless and kind of funny Greg Rucka impression on Morrison’s part) to Knight and Squire’s jocular “keep calm and carry on” comportment to Dick and Batwoman’s born-of-necessity ability to think and act on their feet and in tandem, each one seems not just like a different person, but a whole person, not just a one-dimensional reflection of some aspect of the real Batman that the writer wants to have walk around on its own for a while as these things frequently are.
I hate when people set themselves up against some largely imagined consensus, but I am going to go ahead and say that I do miss the sense of mounting mystery and menace of the Morrison material that culminated R.I.P, which I’m guessing is a minority position among the sorts of folks whose blogs you’re likely to read if you read this one. But Batman & Robin, and this issue perhaps more than all the others so far save #3, is a fine, fun superhero comic, set in the milieu of the only superhero I really love in and of himself. Who couldn’t use one of these now and then?
Comics Time: Doomwar #1
February 22, 2010Doomwar #1
Jonathan Maberry, writer
Scot Eaton, artist
Marvel, February 2010
34 story pages
$3.99
This isn’t a review so much as a couple paragraphs about how rad I think Doctor Doom is:
Doctor Doom should be King Shit of Marvel’s Turd Mountain. Seriously, he should be the one bad guy that makes even all the other bad guys go, “Whoa.” He rules his own country, he rivals Doctor Strange on sorcery and Mister Fantastic on science (and ranks with both of ’em on the awesome-name score), he’s up there with Iron Man on the super-armor scale, he’s got a great look, and he’s like crazy arrogant and angry all the time. He’s the ur-villain. What I’ve liked about his recent cameos in books like Captain America: Reborn and Siege: The Cabal is that the other big-deal villains like the Red Skull and Norman Osborn seem to realize all this but still attempt to use Doom for their own ends, because his skills make him too useful and their own megalomania blinds them to the downside of crossing him. That’s about right.
However, it always feels to me like he’s overused in terms of his interactions with heroes. I don’t mind him constantly in sotto voce contact with the other big schemers, that seems like something Marvel’s megalomaniacal mastermind-type villains would always be doing. But when he jumps ugly with the good guys, that to me is the kind of thing you save for an every-few-years jolt, not a constant string of tussles. He’s just too formidable a threat to frequently use without devaluing the brand. Every appearance should be for the ages, and his every interaction with a hero or team should alter their status quo for the long term. (I actually think that’s true of every A-list villain, but I understand the difficulties involved; Doom seems like the kind of character you ought to try really hard to do right regardless.)
Is Doomwar the kind of Doom-based throwdown I’m looking for? It’s too soon to say. Doom himself is just a puppetmaster in this early installment, though his master plan as it’s been described to us by Black Panther siblings T’Challa and Shuri, whom he has dethroned, is suitably pseudoscientifically apocalyptic. Seizing 10,000 tons of Vibranium from Wakanda and using it to unlock god knows what mystical mumbo-jumbo is the kind of thing you’d figure Doom would spend his afternoons planning. Being an ice-cold murderer in support of it, shooting a civilian every few minutes until Storm, the current Queen of Wakanda, acquiesces to his demands–yeah, that’s also something Doom would do in my book. What does he care? He’s a tyrant, let him be tyrannical. I understand that that’s the sort of thing lots of people will just read as “icky,” but villains have been killing people in genre material young people have read for decade upon decade. Saruman’s goons wased a bunch of hobbits for pete’s sake. I’ll live.
What’s interesting about Doomwar is that I didn’t expect it to be so…Brubakerian, I guess is the word for it. It’s “superheroes as black ops” in the Mighty Marvel Manner. Scot Eaton is drawing in that scratchy Marvel house style of the past several years; it’s much more of a piece with Steve Epting and Mike Perkins and Butch Guice than with the jazzy John Romita Jr. covers the book sports, although he shares with JRJR a real knack for drawing bruisers. Colossus, T’Challa, and Doom all look like dudes you wouldn’t want to mess with at all. Meanwhile, the concept could have come straight from one of Ed Brubaker’s Captain America storylines, too, and insofar as it’s about a sinister group that uses an appeal to patriotism to wrest control of a democracy over to a sinister outside force–the plot of Brubaker’s “The Man Who Bought America” arc, with Wakanda instead of America and Doom instead of the Red Skull–that’s basically what it did. It even shares with Brubaker Cap a knack for resonating with current events without referencing them outright: I can’t be the only person who thought of Uganda’s anti-homosexuality legislation when reading the coup leader’s diatribe against mutants and witchcraft and suchlike. In turn, the Black Panthers are presented less as superheroes than as exiled leaders plotting the violent overthrow of the regime that violently overthrew them first. Cyclops and Emma Frost quietly funneling various X-Men to them in hopes of freeing Storm reads like a mutantified version of Charlie Wilson’s War.
I suppose this could all come across as rather dreary and by-the-numbers. And it might be, if not for a few factors. One is the presence of Doom, so far latent rather than actualized, and my lingering hope that he’ll do something totally awesome. Two is Eaton’s literally muscular art–I find I just like looking at it a lot. Three, and most promisingly, is an out-of-left-field ending that short-circuited my every expectation of what the primary business of this series was going to be for the rest of its issues. The way it goes down actually gives me more faith in the future fortunes of the aforementioned Factors One and Two, in fact. Fingers crossed.
Comics Time: Footnotes in Gaza
February 19, 2010Footnotes in Gaza
Joe Sacco, writer/artist
Metropolitan, December 2009
416 pages
$29.95, hardcover
Journalist Joe Sacco’s latest book is about two massacres of Palestinian civilians by Israeli soldiers in two Gaza Strip camps/towns during the Suez Crisis in 1956. I think there are several things you can point to in it and say “Joe Sacco does that very well.”
The first is what you might refer to optimistically as scale or pessimistically as sprawl. There’s a memorable three-page sequence in the early going tht compares what the Palestinian refugee camps looked like in the mid-’50s, the time of the events the book spends most of its time chronicling, to what they looked like in the mid-’00s, which was when Sacco did the chronicling. On the first splash page, rows of little brick houses with sloping roofs and walled-in yard-like compounds trail off into the distance; a little street crosses the page in the foreground while the rows stop short of the horizon, which is buffered by a strip of wildnerness and then another, barely visible town just at the limit of sight. On the second page, giant apartment buildings jut upward against tiny shacks whose metal roofs are pinned down by bricks, tires, and debris; the roofs and clotheslines and water towers and telephone wires begin right at the bottom of the two-page spread and keep going until the taller buildings literally blot out the vast majority of the horizon, and even chunks of the sky. The message seems clear: Things may have been pretty bad for the impoverished, angry people of Gaza back then; everything is worse now. This is driven home later in the book by a second spread that mimics the set-up of the one that established the look of the camps today: This one show a barbed-wire fence and the ruins of bulldozed homes as far as the eye can see. Sacco is fond of that temporal-juxtaposition device, never more brutally used than when we see a contemporary row of cars parked against a wall on the right-hand side of a spread where dozens of dead bodies had been shown to us against that same wall some fifty years before on the left-hand side. Sometimes Sacco uses his skill with scale not for a landscape or panorama, but for single structures: The IDF towers that oversee the town of Rafah or a nearby checkpoint on the road to Gaza City rear up to the sky like menacing robots, while bulldozed multi-story building where many people once lived dwarfs us with the absence of it that we project against the sky. Other times it’s explosions and chaos that overwhelm us, swirls of stippled smoke and fire obliterating buildings and bodies alike.
The second thing Sacco does well is visual repetition. You see this in that initial page of the mid-century refugee camp and its little block houses, of course. But later, you see it with bodies. Men forced to run pell-mell through the streets of their camp by angry soldiers firing in the air, and sometimes not in the air at all. Often they are all made to strike the same pose, arms in the air to show they are unarmed; the unnatural positioning leads to a criss-cross effect as the men scramble around and past and behind and in front of one another. Sacco will shift to a bird’s eye view here, make skillful use of alternating gray and white clothing there, freeze the men with their backs to us like they’ve been paused in the middle of a Michael Jackson video dance routine here, throw them into a morass of beatings by the Israeli soldiers like a nightmare version of that third, battle-heavy Where’s Waldo? book there. Repetition leads to perhaps the book’s single most striking visual: The men of the town of Rafah, rounded up en masse in a schoolyard, forced to sit on the ground with their hands on their heads for hours at a time. Sacco shows this vista from slightly above and in front, from a three-quarter angle, from behind; the men become a featureless mass of little ovals of fear and discomfort, bleeding and pissing on one another, slightly cracked eggs in a massive carton.
The third thing Sacco does well is conveying a sense of action, or intense activity if you distrust that word’s genre connotations. Sacco’s careening caption boxes alone can get across the sweep of a magnificent view, the interruptions of constant cellphone calls, the chaos of constant violence, the chatter of a party, the march of history, the swell of a crowd, and the dance moves of beautiful women all by themselves–and in the book’s first seven pages, they do all that and more. Elsewhere he uses perspective tricks, like a swoop of flame that makes it look like a burning soldier has literally been propelled toward us. In the chaos of a sudden attack by an Israeli patrol he cross-cuts two different sentences like a giant X across an almost collage-effect collection of panels showing him and his companions as they flee in all directions; you have to read one of them backwards, manga-style. And it’s all but impossible to forget the montage based on the two stick-swinging soldiers seared into the memory of every man in the town as they tee off on hundreds of terrified captives being herded through a narrow gate, or the jump-cut chaos of a black-bordered POV sequence that makes as bold a use of the cut-to-black as anything since a certain HBO TV show.
The fourth thing Sacco does well is portraiture. This book is just as much a Beard Parade (and Mustache Parade, and Grumpy Little Kid Parade, and Wrinkled Old Lady Parade) as R. Crumb’s Book of Genesis Illustrated, and there’s just as much care and attention put into differentiating each from the other. (The exception are the Israeli soldiers in the flashback sequences; they have a uniform build, the shadow of their pith helmets rendering them eyeless and inscrutable. Only the notably monstrous or humane gain individualization.) But even still there are standouts. Take Sacco’s frequent interview subject and companion Khaled: A Palestinian guerrilla marked for death by the IDF and constantly moving from place to place, he nonetheless has a Cheshire Cat serenity in his heavy-lidded face. We frequently see him in repose, including one sequence where he lies immobile in bed, staring directly at the reader as he speaks of his utter exhaustion with his life on the run. The lines with which Sacco crafts his massive forehead, riven with wrinkles like the rungs of a ladder, and his jutting ears, and those preternaturally taciturn eyes, are all about the smoothest you’ll see in the entire book; they make him look like a Dick Tracy villain.
The regional leaders Sacco shows us also have a comic-book or James-Bond heavy vibe to them. Nasser is almost always shown pensively stroking his chin or smoking a cigarette, constantly scheming and planning for the greater glory of the Arab World, by which he means Egypt, by which he means Nasser. Ben-Gurion, with his wild ring of white hair, and Dayan, with his can’t-make-it-up Hollywood pirate eyepatch, point to maps and whisper in ears, goading like composite human versions of the angels and devils who appear on cartoon characters’ shoulders. At one point, the Egyptian and Israeli leaders are shown in the exact same poses as their forces clash; the implication of this mirroring for the Palestinians used as pawns in their schemes to provoke one another into a ruinous war is perfectly clear.
Individual militants can look like bad guys, too. An aged fedayeen telling of his career of raids on Israel-held lands at the behest of the Egyptian military looks for all the world like the standard stereotypical supervillain image of the Ayatollah, while his evident horror at having been made to fight side by side with out-and-out murderers whose “talents” the cynical Egyptians wanted to make use of but then hopefully have put out of commission by Israeli bullets is reflected in the mad eyes and bestial unibrow of one such killer who stares right at the reader with psychotic intensity.
I’m making Sacco’s portraiture seem un-subtle, I know. And in those cases, I suppose it is, to an extent anyway; his level of craft always elevates his Eisnerian-pantomime body language and facial expressions above caricature. But when he really sharpens the knife in this regard, when he puts together a sequence or assembles a moment that plays across a human face like a miniature film, that’s when he’s at his most dangerous and devastating. Right now I have the book open to a page where a three-panel tier at the top shows an old man, again staring straight at us, recalling how little time he had to bury his slain relatives in the first two panels, and then bam, in panel three, his eyes are closed and he’s silently weeping. Below that we see the first-grader self of a woman who’s old now, a look of utter confusion and dismay on her face as she watches the women of her neighborhood writhing on the ground and screaming in grief. Somehow even more frightening to me is a woman whose house is the last one standing on a block constantly being bulldozed by the Israelis as part of their policy of leveling any structure from which any kind of threat has emerged. (Sacco never says it outright, but it appears that saying that this justification is gilding the lily would be the understatement of the decade.) As the woman tells Sacco of her plight–how they’d leave their house since it’s clear the Israelis want no one in this area, but they have no money to move anyplace else; how her daughter has started pissing on herself and just crawling around in terror when the ‘dozers strike–she looks this way and that depending on where she’s standing, but the expression of wide-eyed, slackjawed horror on her face never changes at all.
But there are a pair of sequences even stronger, to me, than those moments. They’re stronger even than the rare times when Sacco makes his feelings on these subjects clear–his disgust at the grotesque, casually genocidal racism of an archival Israeli document about the displaced Palestinians; his disgust at the hypocrisy of Palestinian militants who decry the civilian casualties inflicted by Israeli soldiers even though their weapons allow for deadly precision, but disregard the fact that human explosives who enter a pizzeria or board a bus are the most precisely guided weapons of all; his digust at himself for forcing old, bereaved, desperately poor people to relive the worst day of their lives, then getting mad at them for digressing or getting their facts mixed up. These two strongest segments are sequences in which the immediately identifiable, loving connection of family to family and the unimaginable reality of violence are smashed together with astonishing power. The first is in a flashback from an old woman, picturing herself as the little girl she once was when soldiers entered her home and shot her father to death as she sat next to him. He slumps against the wall in a jacket and striped pajamas and traditional headgear, his head pointing sightlessly downward as if staring at the dark mass of blood staining his stomach; next to him the chubby, curly-haired, barefoot little girl, looking like one of those Campbell’s soup cherubs, looks up at her dead father, her tiny face seeming to crumple into a black hole of utter sadness. The second is another reminiscence by an old woman, recalling how she found her husband in the chaos after the book’s central round-up took place. Two panels show him fleeing for his very life, panicked and paranoid, mouth agape, eyes darting to and fro, a look of raw animal terror on his face–until in the third panel his wife literally catches him as he runs, looking up at him plaintively as he turns toward her mid-stride, the fact that he’s been grabbed by the woman he loves and not by…someone else clearly still not having registered. In that moment I tried to imagine what it would be like for my wife to see that look on my face, the look of all other thought and emotion and sentience out of my eyes, the look of a lifeform’s basic, primordial desire just to survive the next moment.
The fifth thing Sacco does well is convince you–or me at least–that there are no good guys in this world, only bad guys and victims, and that you’re lucky beyond imagining that you’ve never been forced you to find out which of the two you really are.
Comics Time: Green Lantern #43-51
February 17, 2010Green Lantern #43-51
Geoff Johns, writer
Doug Mahnke, artist
Ed Benes, artist on issue #47
DC, 2009-2010
22 story pages each except #50 which was longer
$2.99 each
Off the top of my head, here’s the stuff you’ll find in these Blackest Night tie-in issues of the ongoing Green Lantern series: Black Hand, Black Hand becomes the embodiment of the Black Lantern Corps, Martian Manhunter, Abin Sur, Abin Sur’s sister and Sinestro’s girlfriend Arin Sur, Barry Allen, John Stewart and that planet he blew up, John Stewart was part of Black Hawk Down, the Star Sapphires vs. the Sinestro Corps, Sinestro vs. Mongul for control of the Yellow Lanterns, the new Rainbow Lantern team featuring the Flash and Wonder Woman and Lex Luthor and so on, the Spectre, Parallax, Hal Jordan deliberately becoming Parallax again, Parallax getting kidnapped by some force only Hector Hammond is aware of, the Predator escapes from Zamaron, Blue Lanterns vs. Orange Lanterns, Red Lanterns vs. Green Lanterns, all the leaders of the different Corps teaming up, Orange Lantern Lex Luthor figures out that the Black Lantern Corps works the same way that the Orange Lantern “Corps” does, Ganthet becomes a Green Lantern, it looks like the Spectre might be to the Red Lanterns what Parallax is to Yellow and Ion is to Green and Predator is to Violet and Black Hand is to Black but he’s not but there’s a Red entity out there someplace…It’s crazy. The Yellow Lantern Scarecrow gets crucified at one point–in Siege, the weight of that one beat would anchor an entire issue, but in this storyline it’s like half a page.
What you have here, in other words, is supercompressed storytelling as filtered through the sensibilities of someone who really isn’t interested in formal play (unlike Grant Morrison and…uh, um, those other writers who do supercompressed superhero comics besides Grant Morrison, you know the ones) so much as just taking every aspect of the greater Green Lantern mythos and exploring every possible permutation of it in as rapid succession as possible. Having had no brief with Green Lantern before Geoff Johns started writing him, I’m surprised to find myself enjoying this stuff this much, and on this geeky a level. I mean, when I read today’s issue and realized that the Spectre might be the Red Entity, I actually gasped out loud. And I couldn’t care about the Spectre less! It’s just that kind of comic. If you enjoy the world Johns has built from the pieces of Green Lantern he found lying around and started connecting, watching the increasingly elaborate edifice he’s constructing here is a true treat.
And when you sit and read it all at once, it’s not even incoherent–it’s just like a constant stream of rad shit hitting your eyeballs, and provided you have the kind of brain equipped to file away genre arcana and recall it as necessary, it flows from one thing into the next with the clarity and purpose of a freight train. Artist Doug Mahnke is an indispensable part of why this works. Mahnke rapidly ascended into my half-dozen or so favorite contemporary superhero artists over the course of his past three major projects; his segue from Final Crisis/Superman Beyond to these key Blackest Night tie-ins is arguably the first smooth transition from one project to another that any of DC’s event-comics artists have pulled off. (Seriously, Rags Morales, Phil Jimenez, J.G. Jones, and Carlos Pacheco all disappeared from DC after their star turns.) What makes him such a good fit here is both his proficiency with horror and monster-movie imagery (standout moments include Black Lantern Abin Sur using his ring to create a ravenous horde of giant floating disembodied black skulls, like he’s Stardust the Super-Wizard or something, and the way he paced Parallax’s fight with the Godzilla-sized Black Lantern Spectre to interrupt Orange Lantern Luthor’s tussle with Orange Lantern Larfleeze with the fall of one mighty foot) and the way his thick line, emboldened by inker Christian Alamy, holds the bright colors that the material demands. The funny thing is that the “dudes zapping dudes in all different directions” fight un-choreography I always complain about when I see it in ’90s X-Men books or contemporary Avengers titles is inherent to how these characters operate, but Mahnke’s visual imagination and ability to harness those effects and make them feel consequential rather than full of sound and fury but signifying nothing gets them over as involving battles anyway. This storyline–especially when read divorced from the larger plot points of Blackest Night with which it intertwines–is one of the great gonzo thrills provided by genre comics right now.
Comics Time: GoGo Monster
February 15, 2010GoGo Monster
Taiyo Matsumoto, writer/artist
Viz, December 2009
464 pages, hardcover/slipcase
$27.99
It may only be the fact that Brian Chippendale just wrote about Taiyo Matsumoto yesterday, but I’d say GoGo Monster is every bit the exercise in creating a believable, cohesive, living environment that is Ninja or Multiforce or The Squirrel Machine. In fact I’d say that despite appearances to the contrary, this is truer of GoGo Monster than of Matsumoto’s Tekkon Kinkreet. TK‘s Treasure Town gives Matsumoto a far more obvious world-building workout, but ultimately its semi-dystopian near-future science-fiction metropolis can coast on our foreknowledge of such fictional environments and the narrative function they fulfill. GoGo Monster‘s run-of-the-mill elementary school can tap into our actual real-world memories of such places, certainly, but its place in a fictional narrative is comparatively undefined. Nor can it rely on the riot-of-detail school of art to accrue physical presence through a prolificacy of constituent visual parts as can those books–it’s not some fantastical land, it’s a grade school, and moreover that’s not the style Matsumoto is employing here. So to convey the kind of place Asahi Elementary School is–or at least the kind of place it is for our main characters–Matsumoto works overtime.
And he starts right away: Before we even get past the endpapers, deep-focus drawings reveal cavernous institutional hallways and vertiginous stairways, while POV close-ups of other characters reveal preoccupied teachers (that recurring pull-back-the-hair gesture!) and hostile, slightly distorted children, their speech not tied to them in the traditional word-balloon fashion, so as to suggest their fundamental disconnect from our hero. They’re not actors so much as elements, and their primary influence throughout the rest of the book is as a generator of sound effects just like wind or rain, as their near-constant disembodied chatter unfeelingly surrounds and buffets the protagonists.
Our real introduction to the school setting comes in the form of a hand-drawn map created by our main character, Yuki. It’s diagrammed out like a superhero’s headquarters, with all the funneling of wild imagination into cold orderly lines that that suggests. At the edges, menace creeps in, in the form of monstrous doodles that blackly snap at the border and proliferate in the school’s abandoned fourth floor. That level of the building takes on a central metaphorical role, demonstrating that this school exists independent from and indifferent to the hopes and fears of the child now inhabiting it.
Similar signifiers abound. Planes fly low overhead, their departure and destination unknown. A rabbit run is the only world its furry inhabitants ever know, and one of them disappears without any of its fellows or minders able to say how or to where. I have no idea if “perspective” has the dual meaning in Japanese that it does in English, but Matsumoto frequently skews and warps it so that the school leans in on its inhabitants. One pivotal character literally sees the world from inside a cardboard box. Most importantly, except for one key sequence I won’t spoil here, our heroes never leave the school grounds, and on the one occasion that parents visit, they are viewed only from a distance.
In short (haha, yeah), Asahi Elementary is the world for Yuki, who is either psychically sensitive or psychologically impaired, and Makoto, the new kid at school who befriends Yuki out of what seems more like a fascinated respect for his indifference to his peers than any kind of Heavenly Creatures-style shared psychosis, and for IQ, the eccentric-genius older kid who says he’s no more capable of taking a test without wearing his customary cardboard box than a normal person would be if forced to wear one. Their problems are solely their own and completely inescapable. If they don’t solve them, they won’t be solved.
Which makes GoGo Monster a harrowing read, in spite of the great beauty of the art. Indeed, the beauty makes the book feel like a tragedy in the making at every step. Whether they’re the product of a genuine gift or profound mental illness, Yuki’s increasingly troubling visions of a world beyond this one and the sinister Others who inhabit it can only bode poorly for him; either way, they will consume him, because in this insular world, there is no authority to which he has recourse to protect him. Yet at the same time he clings to these visions precisely because of the insularity of this world, and what it has shown him about the gray soullessness of grown-ups and their inability to connect with kids like him in any meaningful way. Only Ganz the groundskeeper and gardener understand Yuki’s plight from the adult world, but that understanding comes hand in hand with the conviction that it is in fact Yuki’s plight; Ganz tends him like a flower, but (hey, the metaphor is Matsumoto’s not mine) Yuki must blossom or wilt on his own.
In turn, Makoto and IQ are stand-ins for our own reaction to Yuki. Makoto is agnostic as to the veracity of Yuki’s visions; all he knows is that he’d prefer Yuki not have them, or at least not talk about them, because they’re frightening and they obscure the confident, funny, fascinating Yuki he otherwise knows. IQ is an atheist about them–he knows they’re all in Yuki’s head, the manifestation of various psychological complexes. But he offers this diagnosis while wearing a cardboard box on his head with an eyehole cut out, and eventually we learn this is the least of his own problems. Knowing what’s real is no help when what’s real appears to come crashing down.
In the book’s climax, that’s precisely what happens. We’re really no closer to understanding what’s really happening, though the nods in the direction of magic realism are as pronounced as, say, the end of Being There or Barton Fink. And we can only partially puzzle out the fate of a third of our trio, though sitting here after the fact I have my strong suspicion. No, Matsumoto is content to plunge characters and reader alike into a prolonged sequence of abstracted imagery, page after page that eventually becomes almost entirely obscured by darkness (which is itself depicted in just about the most fascinating way I’ve ever seen a comic do). What, if anything, emerges from the other side? Again, I’m not spoiling it here. But the journey through is a fine, emotionally accurate, uncompromising vision of the terrors of childhood. See, whether we are experiencing mental illness or actual spiritual evil here is a matter of debate–it works either way–but it definitely works as the realization that whatever meaning, safety, sanity, and comfort you can carve out of the unfeeling world, you have to carve it out yourself.
Comics Time: The Death of Superman
February 12, 2010The Death of Superman
Dan Jurgens, Jerry Ordway, Louise Simonson, Roger Stern, writers
John Bogdanove, Tom Grummett, Jackson Guice, Dan Jurgens, Brett Breeding, Rick Burchett, Doug Hazlewood, Dennis Janke, Denis Rodier, artists
DC, 1993
168 pages
$9.99
Nostalgia is an occupational hazard for comics readers. Even as I write this, there’s a part of me that wonders how much of what I’m about to say is colored by the mere fact that I first read this material not as a 31-year-old, but as a 14-year-old, with a 14-year-old’s understanding of the industry and artform of comics. But honestly? I’m thinking “not much,” because the 31-year-old likes this comic a lot more than the 14-year-old did.
For example, back then I was deeply unimpressed by the motley crew of losers who made up the Justice League at the time, and who were really the stars of the show in the initial issues of this storyline. They’re a parade of weak designs and goofy powers, from Guy Gardner’s bowl haircut and leather jacket to Blue Beetle’s beetle-shaped spaceship Booster Gold’s superpowered spandex outfit to a character named Fire who is inexplicably green, not, you know, fire-colored. At least Ice looks icy. There’s some B-plot mystery involving a ’90s-tastic goofball named Bloodwynd (look at that ‘y’!) whose word balloons drip blood, there’s a woman warrior named Maxima who is to other, better superheroines like Wonder Woman and Phoenix what one of those cheapo greatest-hits collections you can get in a five-dollar bin at the grocery store is to the overall recording career of Johnny Cash…Man, do these guys suck.
Superman himself fared little better with me. I mean, he’s Superman, he has that going for him, which is nice. But what a square, boring world he inhabited at the time! The first issue collected here sees him face off against a bunch of underground monsters who talk like Cookie Monster and present just about as much of a convincing threat. There’s the usual horrible street-dialect comics writers of yore subjected any blue-collar character to–you know, “ta” instead of “to” and a lot of “in'”s instead of “ings.” Gross. Finally, Superman’s big character moment before the action starts is a TV interview in which they reveal a hidden power of his: The ability to avoid saying anything remotely interesting. He offers a politician’s focus-group-tested, studiously bland and inoffensive answers to questions about his role as the obviously most awesome guy in the Justice League, his recent fight with asshole Guy Gardner, the fact that Maxima looks and dresses like a swimsuit model, and so on. If the writers had set out to make him unappealing to teenagers, they couldn’t have done a better job.
And ultimately, 14-year-old me ended up sharing much of the conventional fan wisdom about Superman’s beating death at the hands of the monstrous new enemy Doomsday. Doomsday wasn’t a character, he was a plot device, created for the sole purpose of killing a character who basically couldn’t be killed. (DC would repeat this trick later with Bane and Batman, introducing a huge dude to beat the unbeatable hero.) Lex Luthor got gypped. It wasn’t a story, it was a mere slugfest, not the Shakesperean tragedy that would befit such a momentous occasion. Though I hadn’t read any of them other than The Dark Knight Returns, I was aware of the medium’s artistic masterpieces, such as Watchmen, Crisis on Infinite Earths, and Camelot 3000–did not Superman deserve a send-off of their caliber? Finally, by the time the hype died down, Superman came back to life with long hair (remember, no one used the m-word back then), and it became apparent that my multiple unopened polybagged copies of the actual death issue weren’t going to be putting me through college, I just plain felt ripped off. Instead of six copies of the Death of Superman comic, I wished I bought just one of that awesome Death of Superman t-shirt.
That last part I still agree with. The rest? Oh, to be that young and naive again! Because I’ll tell you what–I wish we could get an event comic as rollickingly entertaining as The Death of Superman today.
Viewed with some distance, read in the comfort of my marital bed rather than my parents’ basement, stacked up against the many many many many comics I’ve read since then, I find that most of my teenage complaints are flipped on their head. Okay, so the dialogue stinks, there’s really no bones to be made about that. (Seriously, people give Bendis a hard time over his tics, I know, but superhero comics have truly seen a quantum leap in the craft of creating believable, entertaining human speech.) But take that crappy Justice League (please!): It’s their very crappiness that makes the book so entertaining in its early going, when the action consists of nothing more or less than Doomsday pounding them into unconsciousness over and over again. If I recall correctly, Doomsday’s rampage effectively ended this era of the team, a consummation devoutly to be wished. It’s a perfect blending of an in-story plot with a meta need, i.e. to lose these losers. I could read page after page of Blue Beetle lying prone on a pile of rubble begging for help or Maxima getting tossed around like a sack of potatoes and never ever get tired of it.
And page after page of people getting the stuffing knocked out of them is exactly what you get, which leads to my next point: An action-comics event consisting almost entirely of action is a great idea, but as we’ve recently learned, it can be difficult to convincingly pull off if all you do is have big spreads with dudes shooting lasers in all directions in the middle of nowhere, punctuated by approximately one memorable action beat per issue. In The Death of Superman, laser blasts are kept to a minimum, and when they’re fired, they’re all pointed in one direction at one guy: Doomsday, who just stands there and takes it. Most of the rest of the action is fisticuffs, a pure slobberknocker. Doomsday has a simple goal: Keep moving and keep destroying. Superman and friends have a goal that’s just as simple: Stop him. In that basic set-up we have a sense of directionality, a readily understandable concept of what victory or defeat for either side looks like, and a simple way to root the combat in the immediate physical presence of the combatants.
I’m also now struck by how smartly staged the action can get. Doomsday’s less a villain than your basic rampaging monster, and thus the creative team sets him loose in time-tested rampaging-monster fashion, having him smash his way through everyday environments like a highway, a Wal-Mart, a suburban neighborhood. You picture something like this happening near where you live and quickly get a sense of how friggin’ cool it would look. In addition, Doomsday’s always moving, which gives the fight a propulsive momentum, but when he does get bogged down for a time by Superman or the Justice Losers, the creators make skillful use of that particular place–in the suburbs, a single mother bickers with her teenage son until Doomsday lobs a knocked-out superheroine through their kitchen window and eventually lights the whole house on fire; near the headquarters of the Jack Kirby-created Cadmus Labs, Superman and Doomsday fight in a giant technoorganic Ewok village whose treelike structures they bring clattering down like Lincoln logs; the final stage of the fight is just a bareknuckle brawl in the middle of the street outside the Daily Planet, which location they quickly reduce to a slag heap. In each case, you get a sense of where you are and what’s happening to it. Action has consequences.
Doomsday himself, moreover, is a great design. In the comic, he starts out in an all-over green jumpsuit and mask, festooned with looping binders, that obscures his bony spikes and monstrous face. He looks like a square-bodied Kirby creation run amok. But as the fight progresses, his outfit is torn away, revealing the very ’90s everything-more-awesome-than-everything-else spikes and claws and so on we’ve come to know. One of those allegorical Kurt Busiek/Alex Ross/Brent Anderson Astro City character designs couldn’t have done it better. Superman’s thoughts throughout the fight are a stand-in for our own: a dawning realization that yeah, this guy could succeed where everyone else failed.
In the end, that success (albeit pyrrhic–Doomsday “dies” too) comes suddenly. The final four issues of the story famously “counted down” from four panels per page to three to two, until in the climactic issue the story is told entirely through splash pages. What’s exciting about this to me now is that it’s hard to imagine a comic doing that today, simply because splash pages aren’t storytelling devices, they’re pin-ups and future original art sales revenue. But the Jurgens/Breeding team actually does things with those one-panel-per-page images other than “here, look at this awesome pose!” They awkwardly shift Superman’s body around: For every shot in which he’s flying menacingly at the viewer, there are several more where he’s being hurled into a helicopter, or where he slams into his opponent upside-down, or where he’s driven by his feet headfirst into the concrete. The angle shifts dramatically as well, and the bold transitions–from a worm’s-eye-view behind Doomsday’s legs to a medium shot of Doomsday from the front getting punched in the back to a ten-feet-overhead view looking straight down at Superman as he heat-visions Doomsday into the side of a building, for example–create an unpredictable, gripping flow. On the page in which the two fighters ready what will be their final blows, there are no grand gestures or profound interior monologues; the last thing Superman thinks before receiving a mortal injury is just “I’ve got to put this guy away while I still can!” (“This guy”!) Yeah, it’s a little awkward that the tableaux of grief with which we are presented are Ma and Pa Kent, Lois Lane and Jimmy Olsen, and…Bloodwynd and Ice, but the melodrama of that final image–Lois crying to the heavens with her hands twisted into tense claws, Superman lying stretched-out and slack-jawed in the rubble, his tattered cape fluttering off of some nearby rebar like a flag, Jimmy snapping one last photo (from the rear, but I assume he got the angle right eventually)–is a miniature model of body language, jagged edges, and superhero spectacle. And hey, lookit that–that’s not a bad way to describe the whole book.
Comics Time: Monkey & Spoon
February 10, 2010Monkey & Spoon
Simone Lia, writer/artist
AdHouse, 2004
pages
$9.95
What a pleasant book this is! I’ve loved it for a long time. It’s nothing more or less than a little scene about a husband-and-wife sock monkey and a doll made from a spoon who fight and then make up, but the specifics are just nailed. The book begins with a long wordless stretch as the couple fix a meal, with pointed silences and angry glances galore. When they finally start talking, each word is freighted with a day’s worth of frustrations and perceived slights, and every choice of phrase is belabored until it loses all meaning other than “WE’RE FIGHTING”: “This is pathetic ” “Pathetic? Is that what you think when I say something? It’s pathetic?” “I didn’t say that. You’re twisting my words.” Lia really gets the timing of how people talk when they’re arguing, too–I particularly loved how the monkey jumped on the spoon’s first soft-spoken statement with an all-caps “PARDON?” But soon enough a crisis intervenes, and the two instantly drop their hostile facades to attend to one another’s more pressing needs; once those have passed, they both remain in a safe enough emotional space to apologize for their bad acts and reach out to one another again. In my experience that’s how fights with the person you love work: Things can get as nasty as you’d expect when you’ve got a whole life together from which to draw your ammo, but it’s ultimately that life together that matters, and usually some part of you is just waiting an excuse to deactivate your offensive weapons and reconnect. Lia’s twee-crude line and character designs prove surprisingly resilient and effective in communicating such finely observed points, and providing big grin-provoking physical beats in the process. This book has a goal and meets it with precision and panache. Here’s your Valentine’s Day gift, Amazon Prime members.
Comics Time: The Book of Genesis Illustrated
February 8, 2010The Book of Genesis Illustrated
R. Crumb, writer-artist
Adapted from Genesis: Translation and Commentary and The Five Books of Moses by Robert Alter
W.W. Norton, 2009
224 pages, hardcover
$24.95
Captivating, illuminating, at times laugh-out-loud funny, and almost belief-beggaringly gorgeous, R. Crumb’s ambitious adaptation of the Bible’s first and foundational book hit pretty much every note I wanted to hear from such a project.
For starters, as a showcase of Crumb’s drawing chops–masterful even in his old(er) age–it’s tough to top. I’m aware of the criticism that it could have been subtitled Beards on Parade, and I reject that criticism, or rather I invert it: the beard parades were among the best parts! And they’re perhaps the most emblematic sections of the entire book, in that they boil Crumb’s project down to its essence. Genesis’ long multigenerational tale of the patriarchs of the Israelites and their large extended families necessarily includes a lot of hirsute dudes in Cecil B. DeMillian garb, and at times even substitutes litanies of their names for any actual story or plot. So what you get during the long lists of sons or what the back cover jocularly refers to as “The ‘Begots'” is a bit like folding one of Crumb’s sketchbooks into a comic. As the generations rattle by, Crumb draws scene after one-panel scene depicting some family activity at random: A mother nurses and laughs as her other son runs past playing; another mother breaks up a fight between two kids; people dance and drink at a party. At other times he’ll simply insert postage-stamp panel portraits of each person, inventing them out of whole cloth, and the act of reading becomes a master class in how many variations of the human face can be captured by one artist. In each case, through Crumb’s attention to detail, mastery of crosshatching and stippling, and rock-solid carved-from-clay character construction, an entire life, and the world that surronds it, is suggested in the space of a panel.
And that’s pretty much what made the whole book so very appealing to me–another litany, that of the keenly observed and impeccably depicted moments that take the musty, revised, translated, censored, edited, politically motivated, at times inspired, frequently batshit bizarre text of the world’s most important religious document and make it something fun to read. Gimli-like Abraham, never looking his (not-firstborn, not only!) son Isaac in the eye as he leads the lad to the slaughter. The denizens of Sodom, portrayed not as a bunch of mincing homos, but rather as a predatory pack of grinning good-time assholes. The destruction of Sodom and Gomorrah, portrayed in a stand-out layout of three widescreen panels that arrange contorted bodies and black and white spaces in a manner suggestive of an un-abstract David B. The close-up on Lot’s face as he begs God to let him hide out in a nearby town rather than force him to take a dangerous journey even further away from the soon-to-be-destroyed cities, his wild eyes matching the desperation in his repeated assertion that “it’s such a little place!” The moving, teary-eyed embraces during the rapprochements of sundered brothers Jacob & Esau (a development I’d entirely forgotten about) and, later, Joseph & his eleven brothers. Esau dancing up a storm. The random brutality with which Crumb depicts “the wickedness of the human creature” that inspired God to flood the Earth. Shem, Ham, and Japheth drawn as Shemp, Larry, and Moe. The hoary cliche of God as a white-robed, white-bearded, white-haired old man put to graphic use as his flowing locks and whiskers become an elemental thing, echoing the radiance of the sun or the force of the rain and wind. The easy physical intimacy of Adam & Eve and Isaac & Rebekah romping, or Isaac & Rebekah cuddling on their wedding night. The sexiness of Tamar dressing up as a temple harlot, or Rachel presenting her handmaid Bilhah to Jacob, or “that scene” with Onan and Tamar. Reinforcing Joseph’s ruse that he doesn’t recognize his brothers by presenting his speech to them in hieroglyphics and then using a translator to relate them. The “do what now?” looks in the eyes of everyone who must get circumsized. The shocked sideways glance Eve shoots Adam as he throws her under the bus. The serpent as an anthropomorphized He-Man villain, until God curses him to crawl on his belly.
I am not a believer, and thus I appreciated the rough edges of the original text that a project like this brings out–the repeated pimping out of people’s wives to save their own skin; the polygamy and incest (Where’s your traditional marriage now, Moses?); God’s nutso caprice throughout the entire enterprise; the frequent brutality and deception employed by God’s chosen ones; the complete absence of monotheism as a concept, complete with gods mating with human and producing superhero hybrids; and so on. So if you’re the kind of person who insists that a comic of this nature must reveal the pure-dee lunacy of using these stories as the basis for the self-developed narrative of mainstream Western religious tradition, let alone as a basis for a moral code, let alone as the literal history of the world that way way way too people mentally carry with them when they enter the voting booth, you’ll make out fine.
But at the same time, the material is treated dead-on and respectfully, like “a straight illustration job” as Crumb puts it in his introduction. No cheap shots, no ironic image/text juxtapositions, no playing up the ugliness or contradictions. Rather you have a sympathetic treatment of these characters as people. Reading it, I got a taste of the solace evangelicals draw from these stories, and the entire cottage industry of “see, the people of the Bible are just like you!” sermons and books and so on that draw on them, if only to fit everything into a “so just believe in the God of the Trinity Broadcasting Network and everything’s fine” mold after the fact. That part’s absent, and instead you have a lively, living look at ancient stories that still retain their power to surprise, delight, enrage, and entertain. It’s a hugely successful comic.
Comics Time: Mercury
February 5, 2010Mercury
Hope Larson, writer/artist
Atheneum, 2010
240 pages
$9.99
Hmm.
Okay, first of all, can we talk about what a lovely package you’re getting for $9.99? That cover is a killer, and Larson’s luminous line does nothing if not radiate “look at how beautiful this comic you’re reading is!” with every glance. Her blacks shimmer and shine, and her characters’ eyes glow like Influence in an old Chester Gould Dick Tracy. Seeing her art employed in a tale of familial and romantic teen angst up North gives the impression of a Craig Thompson with control instead of ecstasy as the key ingredient. For a measly $9.99, a price point even many tankubon volumes appear to have abandoned by now, the tween and teen girls who are Mercury‘s target will be getting a lot of art-object bang for the buck.
As for the story, I’ll be honest: Going into this thing, I was ready to be at a loss coming out of it. I have zero experience with YA fiction for girls, and very little with YA fiction for boys, even when I was a YA myself; there’s a degree of critic-proofing that that genre and that demographic lacquers on to any project. I was prepared to come away saying “Well, I see what’s going on here, and I’m guess it will/won’t work for its audience, but ultimately it’s not for me.” The critical white flag in other words.
And sure enough, there’s some YA stuff that fell a little flat for this less-than-YA. The period setting and attendant slightly stiffened dialogue, for example, are an obstacle that the earlier of the book’s two parallel plotlines have to work hard to overcome. I’m just not a bonnet-book guy, and unless you’re in a village that could potentially get raided by orcs, I don’t want to hear about how you have to finish your chores before Father returns from the market. To be less fatuous about it, I often find myself wishing that period fiction could just lose the dated dialect and have the characters speak like people today would, eschewing anachronisms but otherwise talking normally. I suppose you could always be a David Milch-level genius and devise, y’know, the best period speech ever, but barring that I feel like more is lost than gained with the distancing effect of the more formal speech–though to be fair, that’s often part and parcel of the stricter social codes that end up playing a huge part in the story, so perhaps that’s unfair. Meanwhile, the high-school setting of the contemporary half of the book is strangely sexless for a relationship-focused narrative; it’s funny to think of these characters as being in the same age group as the gang from Black Hole. A librarian who’d run screaming from The Diary of a Teenage Girl is going to have no trouble putting Mercury on the shelf, and that’s a sensible decision–and one for which Larson compensates with lots of finely observed detail regarding how teenage emotion can imbue everything from sleepover movie-watching to a pizza lunch with strange melancholy power. But it’s also not really the high school experience I remember. In books that deal in emotional truths, that’s a shortcoming, no matter how justified the sanitization might be.
But! No white flag here, no shrug of the shoulders and mumbling of “Eh, not my thing, but I bet your niece will like it, maybe.” Taken on the same terms as any other comic, Mercury is still an idiosyncratic, ultimately gutsy read. The kicker is the period story, about an itinerant prospector who finds gold on a farmer’s property and makes time with his teenaged daughter Josey while he helps the dad mine it. After a long rollout that has you suspecting the potential for heartbreak but not necessarily expecting it, takes a sudden and viciously sharp turn for the tragic, even the horrific. Thinking about its denouement now, I’m suddenly reminded of a sequence in, of all things, Louis Riel, that’s how severe Larson is willing to get here. But what ruins the lives of the characters in the past sets up a much better life for the characters in the present, specifically Josey’s teenaged descendent Tara, left with her aunt and uncle and trying to find her way among the public-school kids her single mother took her away from for homeschooling when a nasty divorce screwed her up. I won’t get into exactly how, but Tara’s happy ending, thoughtfully only teased rather than spelled out, is a direct result of the terrible misfortune that befalls Josey. I suppose you could read some sort of pat “circle of life, sunrise sunset, strikes and gutters, ups and downs” kind of message into that, but I saw it as a tougher, more bracing idea: that actions have consequences that reverberate down the line for decades, even centuries, enough to change entire lives. For an age group that tends to see everything, except perhaps the SATs, as somehow both all-encompassing and utterly in-the-moment, confronting the idea of legacies, unexpected ones at that, is stinging stuff.
But riding shotgun is the notion that in a world that works like that, you should take your happiness where you can get it. That’s what Tara does over and over: she forces herself to overcome her jitters and befriend the cute boy she meets, she hunts for the things that will improve her life, and–she has no way of knowing this, but of course Larson definitely does–she doesn’t allow the tragic legacy of her forebears to prevent her happy ending. None of this is handed to you with neat parallels or telegraphed transitions, by the way: I’m still teasing it out, and I’m glad that’s what I have to do.
Comics Time: Night Business #3
February 3, 2010Night Business #3
Benjamin Marra, writer/artist
Traditional, January 2010
24 pages
$3
Buy it from Traditional Comics
About the Author:
Benjamin Marra is an artist who lives in the city. He is utterly and completely passionate about art. “Art … consumes me,” says Marra, “It is a part of my soul. When I look at a painting on the wall and I see a brush stroke, I can see the universe in it. I spend a lot of my time in galleries and museums looking around at the artworks. I like to see what’s going on in the art scene, you know, see what the new concepts are in art, see what my colleagues are up to.”
–from Night Business #3
The above text is pretty much what I love about Night Business in a nutshell. It’s simply a perfect encapsulation of a teenager and/or shut-in’s idea of what the City is. Artists who refer to themselves as such going to galleries and museums to stay on top of the activities of their cutting-edge colleagues. The glamorous, high-paying world of stripping and stripper management. Pimps who squirrel away a small army of thugs in warehouses filled with wooden crates and barrels of gasoline. Cops who thought they’d seen it all learning they haven’t, not by a long shot. One good man, pushed to the limit, taking a stand for what’s right and to hell with the consequences. Streetlight people, oh oh oh.
I don’t have the first two issues in front of me, but my impression is that this is the strongest yet on several levels. The insistent, grandiose stupidity of the writing reaches a delirious pitch here, my favorite example being the no-nonsense gun-toting would-be rapists who accost a pair of women on a thoroughfare broad and bright enough to be 14th Street: “Hey, ladies!! Are you looking for a party?!” “Hah, yeah! Are you looking for a party?! You’re invited to our party!” “We’ve got your official party invites right here! Don’t move.” “Scream and you die.” The pacing’s pretty sweet too, with the climactic fight between Johnny and the aforementioned warehouse full of thugs staged with one beat per panel, like the drum intro to “Big Bottom.” It ends with a glorious pin-up of Johnny flying through the air as he escapes an explosion, with knowingly wonky foreshortening, neatly symmetrical bursts of smoke and flame, and shiny inking showing off Marra’s studiously hidden chops despite himself. I’d kill to hang that page on my wall, let me just tell you. I’m all about seeking pleasure in comics these days, and this comic gets me off but good.
Comics Time: The Winter Men
February 1, 2010The Winter Men
Brett Lewis, writer
John Paul Leon, artist
DC/WildStorm, 2009
176 pages
$19.99
Whoa ho ho, this is something special, huh?
I was only ever vaguely aware of The Winter Men during what struck me as a very long run for a six-issue miniseries, though I’m pretty sure I was confusing it with Peter Milligan and C.P. Smith’s The Programme for much of that time. I got the sense, just by seeing who was reviewing it, that it was a genuine critics’ darling, and I feel like I also heard that the production process was an unhappy one, with long delays or editorial troubles or something. I knew it was about Russian supersoldiers, drawn by JP Leon, so I mentally located it on a continuum with Sleeper and Gotham Central and Daredevil and other books that filtered superheroes through crime and espionage and drew them in a scratchy, black-heavy naturalist-noir style. That’s a subgenre people will associate with the ’00s like grunge and the ’90s, I think; I’ve still got a soft spot for its past examples even though I don’t know how much more of it I really need, so I figured hey, a limited series of it would be a pleasant way to spend a couple of train rides.
What I didn’t anticipate was Brett Lewis. Jiminy Christmas, this guy. I can’t remember the last time I read a genre comic this in love with language, this thorough and astute at developing and deploying its own. And here’s why it works: The Winter Men is about the bleed between the warriors and enforcers of the fallen Soviet Union and those of the New Russia’s criminal empires, a fluid and yet impenetrable world characterized by byzantine alliances, shades-of-gray legality, and the lack of any kind of centralized authority on either side of the law. The main spider we follow around this web is Kris Kalenov, an ex-spetznaz who was part of, essentially, the USSR’s Iron Man program, and who now works as a crooked cop for Moscow’s mayor, who runs the city like an independent state. He gets caught up in a kidnapping case with roots in an entire alphabet soup of international espionage agencies, military unites, and Russian mafiya outfits–the kidnapping’s the main throughline, finding out whodunit and all that, but it’s the journey, not the destination, that matters. Kalenov and his three comrades from the war–now a soldier, a gangster, and a bodyguard–get drawn through the web to and fro, and we follow him on such diverse enterprises as working undercover for the CIA infiltrating a Russian mob in Brooklyn, grabbing a criminal for a witness ID on behalf of some judge, conducting a hit, organizing a commando raid on a remote super-science outpost, drinking with his friends, fighting back against a new organized crime outfit as it muscles in on his gangster friend’s turf, taking down a couple of major crime kingpins, stealing a table from a McDonald’s, and on and on. In other words, The Winter Men is like The Wire: Moscow. Everything’s connected, but how is almost impossible to determine, and how to get it all to work for you instead of against you is even more remote. You work the angles you can and hope you did something right.
So, as a feat of storytelling, it’s impressive. But the language in which the story is told is directly analogous to the story itself–that’s the real knockout. Lewis develops a rhythm of speech that suggests a work of translation even when all the characters are talking to one another in fluent Russian. It’s not a pidgin English, it’s not a full-fledged Nadsat-style dialect. It’s just a question of where the narration and dialogue leans into you or away from you–unfamiliar slang or jargon whose meaning is nonetheless unmistakable, unexpected formality, disarming directness, repetition, a choice of which words to use, which to emphasize, which to elide. It’s a verbal map of the territory–shifting, shady, inscrutable, yet practical, impactful, something you can use to get what you want. A world with familiar elements, but arranged in a dizzyingly distant fashion, leaving you racing to keep up. In its way it’s as elegant as David Milch’s gutter Shakespeare or David Chase’s corner koans, and as inseparable from the world being depicted, the people populating it, and the message being delivered.
Weak spots? Sure. The super-stuff is superfluous–it brings nothing to the table you haven’t seen before, has no real narrative weight, and as best I can tell the only real purpose it served was “getting this book published through WildStorm.” I wished it wasn’t there, wished this was a straight-up crime book. The way it becomes so much more prominent in the final chapter after entire segments where it wasn’t a factor at all–including a pair of mini-masterpieces in which Kalenov and his gangster pal Nikki transport a suspect and fend off a challenge, the latter utilizing Dave Stewart’s where’s-waldo spot color for the book’s visual highlight–feels rushed and lopsided. I also wanted to see more out of Nina, the bodyguard, who never had much to do other than be beautiful and quietly pissed at Kalenov.
Mostly, though? I just wished it were longer. A nice long run of Winter Men trades could have been one of contemporary comics’ consummate pleasures. But this thing feels so meaty as is, so novelistic in its ins and outs and ups and downs, that I didn’t come away feeling robbed. Thrilled, more like.
Comics Time: Axe Cop
January 29, 2010Axe Cop
Malachai Nicolle & Ethan Nicolle, writers
Ethan Nicolle, artist
Ongoing webcomic, December 2009-January 2010 and counting
This comic was inevitable. In retrospect, it’s where we were headed all along. The New Action. The Art of Enthusiasm. Attempts to recapture the childhood joy of drawing, the ability of action to form its own narrative logic through sheer visual cohesion, the incorporation of the almost surrealist conventions and tropes of video games and action-figure lines and kung fu films, all of that–Axe Cop does it by having a five-year-old kid come up with characters and storylines and dialogue for a 29-year-old Eisner nominee to lay out and draw. From Bryan Lee O’Malley’s Scott Pilgrim to Benjamin Marra’s Night Business to Geoff Johns’s Green Lantern to C.F.’s Powr Mastrs to Ed Brubaker & Matt Fraction’s Immortal Iron Fist to Brian Chippendale’s Ninja to Kazimir Strzepek’s The Mourning Star to Kevin Huizenga’s Ganges #2 to BJ and Frank Santoro’s Cold Heat to Malachai and Ethan Nicolle’s Axe Cop. There was no other way.
Now, let’s not get crazy here: the elder Nicolle is not inventing new ways of conveying action and physicality and space on a page, or constructing elaborate metaphors for the fate of the artist in a rapaciously capitalist society, or drawing on previously ignored methods of pop-culture storytelling. He’s “merely” an accomplished illustrator, drawing his kid brother’s delightfully crazy ideas for a super-cop with an axe and his partner, who wields a flute as a weapon, then transforms into a dinosaur, then transforms into an avocado. His swanky line is employed to milk humor out of mirrored sunglasses and mustaches, or superheroes made out of socks that fly around like boomerangs, or babies with unicorn horns who you can throw around like a grenade. Ethan uses his older fanboy’s experience to wring specificity and hilarity out of the super-action conventions with which young Malachai is already entertainingly familiar: opposite-number characters (Bad Santa and his newfound enemy Good Bad Santa), secret origins (Axe Cop and Avocado Soldier are secretly brothers whose parents were killed by their time-traveling nemesis, but they bumped heads while walking backwards and have had amnesia about their true relationship and origin ever since), enemy archetypes (rejected heroes, giant robots, elementals) and so on.
I’m not going to say the storytelling style is inimitable, because lots of people imitate it, but there’s no faking the “and then…and then…and then” rhythms of a really excited first grader. The comic’s web interface enhances the flow: Instead of clicking from page to static page, you drag your cursor to scroll around one gigantic mega-page per episode, catching the craziness as it comes. My guess is that this is as much of a reason that this comic went from total obscurity yesterday morning to Internet fame by yesterday afternoon as the don’t-that-beat-all backstory, impressive and accessible cartooning, and overall Looney Tunes “Duck Amok” zaniness level. On every level it’s a pleasure of a sort you haven’t experienced elsewhere. Hernandez, Buscema, Kubert, Nicolle–if you’re going to be online for the next few months, make room in your brother-act pantheon.
Comics Time: The Perry Bible Fellowship Almanack
January 27, 2010The Perry Bible Fellowship Almanack
Nicholas Gurewitch, writer/artist
Dark Horse, 2009
272 pages, hardcover
$24.95
Read these comics for free at PBFComics.com
Every single Perry Bible Fellowship comic strip ever, plus a bunch of extras that didn’t make the website cut, in a sizable yet reasonably sized hardcover with one of those built-in ribbon bookmark things, for $25 SRP? Pretty glorious. Nick Gurewitch’s webcomics sensation–and that’s exactly what it is/was, a strip that batters past the most well-secured don’t-care-about-webcomics defenses–was already the kind of work you’d stumble across thanks to a friend’s recommendation and almost instantly attempt to consume in its entirety in one sitting. Which isn’t even all that hard, given the one brief shining moment Fawlty Towers/British Office brevity of its run. Moreso than with many other webcomics, a fat book collection serves the material well.
Placing every strip between two covers allows you to easily follow along on several parallel tracks. You can watch the maturation of Gurewitch’s art, for one. His line smooths and strengthens. His designs round out and combine with his increasingly sophisticated and subtle color palette to produce that sickly sweet Stay Puft feel. He becomes increasingly comfortable showing off illustrative chops not usually seen in a campus weekly–his dinosaurs, monsters, and animals would all be at home in Golden Age pulp or an immaculate children’s storybook, while his impersonations of Edward Gorey and Shel Silverstein or his pastiches of Asian and commercial illustration styles are impeccable. His stable of recurring visual tropes–people with inanimate objects for heads, meticulously drawn fantasy- and animal-kingdom characters, those cookie-cutter people–have more of an impact each time.
You can also trace the evolution–maturation’s definitely not the word here–of his sense of humor. The strip starts out as the kind of bawdy, horny humor lots of collegiate wits unleash upon their newly parentless world. A recognition that sex is fun and attractive people are awesome joins hands with the realization that one’s pursuit of the aforementioned is often really stupid and the failure to make it happen is often miserably painful, and off they go, skipping and tra-la-la-ing across your funnybone.The strip also mines a lot of humor out of senseless violence from the get-go. But right around page 82-83, “Mrs. Hammer” and “Gotcha the Clown,” its riffs on that theme, and the whole gestalt of the strip, make a quantum leap. Suddenly the capriciousness of physical violence in the PBF world is joined with a gleefully anarchic sense of comic timing–that much-ballyhooed gap before the final panel, much wider than any other gag strip, leaving much more to the imagination, and making the payoff that much more unexpected and hilarious. Something awful will most likely happen by the end of any given strip; the trick and the genius of it is that you don’t have any more idea of what it’ll be than the poor saps to which it’ll happen.
It’s worth noting that it’s not just that leap of faith Gurewitch forces you to take between the penultimate and final panels that makes his strip such solid gold by the second half of its run. (To be fair, there are three or four head-scratching clunkers in the early going; it took him a while to make that punchline panel work.) It’s the way he sticks that landing, the moment-in-time specificity of the body language he so frequently depicts–freezing battling characters in mid-beatdown, capturing just the right looks of amazement on the faces of cheering crowds, doing the same with characters weeping in devastation or fleeing in terror. There’s also often a perfectly calibrated comedown from the pomposity and grandiosity of the beginning of the strip to the deflated rimshot or sad trombone of the final panel, and Gurewitch uses an array of tools to nail it: ornate, expressive lettering; shifts in illustration style; jumps in time or spatial perspective.
And then like that–poof–he was gone, off to do animation or funny award-acceptance speeches or whatever it is he’s up to. He left behind one of the most visually accomplished and mercilessly funny comics this side of Tales Designed to Thrizzle. If you like to laugh at comic books, this belongs on your bookshelf.
Comics Time: One Model Nation
January 25, 2010One Model Nation
C. Albritton Taylor, Donovan Leitch, writers
Jim Rugg, Cary Porter, artists
Image, December 2009
144 pages
$17.99
Well, here’s a strange little number. Let’s take it step by step. C. Albritton Taylor is Courtney Taylor-Taylor, lead singer/songwriter for the Dandy Warhols, but the only reason I know that is because artist Jim Rugg said so on his blog months and months ago. Donovan Leitch, scion of “Atlantis” troubadour Donovan and a musician himself, is credited as the book’s “historian” and shares with Taylor the credit for “original concept,” which I assume means he helped concoct the Venn diagram of its plot, in which late-’70s radical West German politics and terrorists overlap with a breed of Cold War art rock, highlighting a very, very specific niche. Rugg’s work here looks nothing like Rugg’s work anywhere else I’ve seen; it’s like he purposefully threw his usual slick and kinetic art out the window, employing a rough, thin, uncertain pen style instead. Riding shotgun for a few-page framing device is artist Cary Porter, working in a mushy all-pencils style that reminds me of Nikolai Maslov’s Siberia. Taylor is billed as “producer” along with Image’s Joe Keatinge and cartoonist Mike Allred; if the incongruously colorful David Bowie who shows up in the middle of the story to chat with the titular band isn’t drawn by Allred himself, then Rugg is doing the world’s best Red Rocket 7 impersonation.
The story: In 1977 or thereabouts, a four-man band called One Model Nation–from what we can gather, a stylistic, sonic, and sartorial melange of Kraftwerk, Einsturzende Neubaten, Joy Division, Gang of Four, and Berlin-era Bowie–appear poised to become West Germany’s, and perhaps the world’s, next big thing. But the peril of being the voice of one’s generation is that sometimes one’s generation is filled with terrorists, as was the case in the Germany of the day, plagued as it was by the nihilistic/Communistic violence of the Red Army Faction, aka the Baader-Meinhof Gang. When people peripheral to OMN’s world–friends, fans, exes, roadies–turn out to be involved in the killings, the intense public, political, and police scrutiny forces the bandmates, particularly sensitive Sebastian, to come to terms with the at-times dueling imperatives of fame and creativity.
It’s tough not to read the book as thinly veiled autobio at times, or at least as a soapbox upon which Taylor can talk about issues he clearly cares about a great deal. It’s easy to imagine the framing conversation between a fellow-traveler of OMN’s and a documentarian investigating their disappearance as a variant of ones that took place between Taylor and Ondi Timonder, director of the excellent Dandy Warhols/Brian Jonestown Massacre doc DiG! Ditto the band’s chat with Bowie–a friend of Taylor’s–and his droll observations about taste, art, and politics. Ditto, almost didactically so, a comparatively long discussion of critics, pundits, the press, and their deficiencies. The very idea of the book, a fictionalized account of a particular era of rock and roll that its makers find fascinating, reminds me of a discussion I had with Taylor when I interviewed him long ago about the film Velvet Goldmine, which, despite his admiration for director Todd Haynes, he dismissed as “jocks dressing up like rockers.” This is sort of like Velvet Goldmine “done right.”
And it is done right, I’d say. I mean, it’s a weird weird beast. I think Rugg’s style here is going to throw a lot of people–it’s so understated, so scratchy, with muted colors, and a really rigid panel grid with wide gutters. The rectangular word balloons and computerized lettering meshes with those big white lines to create a feeling of artificiality and distance. The character designs are at times difficult to distinguish from one another, and they frequently sit on the page as if they’re uncomfortable being there, all awkward elbowy arms and long faces with dull hair hanging limply. The plot kind of weaves in and out and back and forth: Sebastian leaves the band, fed up with the attendant nonsense, comes back, high-tails it after a raid, comes back again… Cameos by the Red Army Faction and the actual, Russian Red Army are given equal weight as cameos by, say, Klaus Nomi. The whole thing ends with a whimper, too. There really aren’t any epiphanies or climaxes. I imagine that if you don’t share my fondness for the creative team or the subject matter, you’ll walk away shrugging.
But I think that’s the idea. Making art, the book seems to argue, is an ongoing process of decision-making rather than a vocation handed down by the gods. Obviously innate gifts and talent are a part of it, but hitting upon the sound and style that rockets you to the top is the product of countless factors beyond your control. A lot goes into being a hero, and if you make it, terrific, but some people are heroes just for one day, for one reason or another. Nomi died of AIDS; One Model Nation peters out in the face of the revelation that the terroristic public image thrust upon them was just that–an image. They make a decision to stop making the decisions necessary to be rock stars. Some of it’s in our control; a lot of it isn’t. What you do may be dramatic, it may be influenced by dramatic events, but whether you do it or not is not a drama. It’s kind of a gray message. It’s kind of a gray book. I’m still mulling it over.