-
There's a feeling of rote recitation at work in this new graphic novel written by Jonothan Ames and illustrated by Dead Haspiel; "My name is Jonathan A. and I'm an alcoholic," the narrative starts off, and from there Ames tells his (presumably autobiographical and sometimes non-linear) story of a life made sometimes bearable, sometimes horrific, by drinking.
The story is frustratingly well-structured; the seams of Ames's technique are at times distressingly visible, like the ratty sportcoat a drunk might wear to an AA meeting. The whole thing feels like an AA meeting, in fact, except one that goes on for hours and only features a single speaker. All that is moderately redeemed by the fact that at least Ames spins a good yarn, and uses that skill to create some amusing scenes.
His relationships with his childhood best friend and his great aunt loom largest in the tale, although a late-in-life love affair also provides some insight into Ames's psychopathology. At the root of it all is an American man who has trouble navigating relationships and finds it easier to numb the pain with drugs and alcohol. There's nothing out of the ordinary about that at all, really, and Ames and cartoonist Dean Haspiel (who delivers the same solid cartooning here that he did for Harvey Pekar's The Quitter) really don't ever make a case for this story being particularly special or unique.
At times Ames seems like a wounded child, at others a narcissistic jerk. Mix the two, add some booze, and there you have, well, almost every adult male I have ever known. Ames has some modest skill with words and does manage to make The Alcoholic hold together as a narrative, but the total effect feels more like an Afterschool Special than I am sure the creators intended. The Alcoholic aspires to art, but never quite reaches that level, and its indeterminate ending ending suggests either the verisimilitude of life, or the arrogance of lessons unlearned, depending on how charitable you might feel as you turn to the final page.
Buy The Alcoholic from Amazon.com.
|
-
Cartoonist Dan Clowes has called this collection of short humor strips "filler," but it contains some of his most essential work. Perhaps it's contents could be considered filler by fans of his longer, later works by Clowes such as Ice Haven, Ghost World and David Boring,
but the shorter works here are fully reallized, mature and brilliant, and the
loving production and subtle colouring on many of the stories marks
this as one of the strongest collections of comics short stories that I've ever read.
Readers of Clowes's masterwork Ice Haven will immediately appreciate the diverse art styles Clowes employs over
the course of these tales, which prefigured Ice Haven's incredibly diverse stylizations. And as for the writing, while Clowes has
certainly grown over the course of his career as a cartoonist, the stories in 20th Century Eightball include
genuinely essential gems such as "Art School Confidential," the deliciously vicious "On Sports" and
the Jack Chick parody "Devil Doll."
All these stories benefit from the superior
production quality not found in their original comic book appearances -- the book features extremely heavy paper stock and a thoughtful application of
colour on selected stories, each of which has a unique palette that
enhances the work and deepens the reader's appreciation for the myriad
of styles and stories.
This is a full-on blitz of the faux-hipster Clowes wallowing in his
'50s stylizations, while skewering his targets with a scathing wit that
most satirists could only hope for. "On Sports," manages to be both
hilarious and convincing in its indictment of sports as a haven for
repressed longings, while "Ugly Girls" (my favourite story in the
book) finds Clowes shredding American standards of beauty -- while
revealing volumes about his own tastes. "Girls," in fact, is a sort of
explanation for, and distant cousin to, his later Ghost World,
and finally solves the mystery of why Enid is the one that wins our
hearts every time. "Playful Obsession" sums up everything ridiculous
about Harvey Comics while paradoxically creating a wistful nostalgia
that had me aching for a stack of Ernie Colon-drawn Richie Rich comics.
Clowes is an artist who often creates variations on his favourite
themes (hey, it worked for J.S. Bach) -- and those themes are in
plentiful supply here. Perversion, deformity, contempt and mockery run
like rivers through the book, and if you've ever liked any Clowes
story, you'll find something of value in here.
There are few cartoonists who are able to so accurately depict the state of humankind. Twentieth Century Eightball
displays a Clowes who inhabits the same rarefied territory as R. Crumb, creating comedy
so true it hurts, and so funny you could weep. This material may all
have been culled from old issues of a floppy comic book, but it's as
timely as ever, and in this collection, it's indispensible
reading that you'll come back to again and again.
|
-
Taken as a single graphic novel, out of the original context it appeared in (as single issues of Peepshow, published by Drawn and Quarterly), Joe Matt's Fair Weather is an uncharacteristically idyllic look at his childhood. We see the innocence of his youth begin to give way to more adult concerns that haunt his art, and we see the seeds of the cheap, competitive and scheming tightwad that Matt depicts himself as having grown into as an adult. Fair Weather stands out as very, very different from other storylines that have appeared in Peepshow. The cover really tells you a lot about the tone of the graphic novel, two young friends working obliviously together as their youth begins to fade into the sunset behind them. In a way, the story is a frank and unapologetic love letter from Matt to the friendship he shared with his childhood friend Dave, and there's even an actual photograph of the two of them at the end of the book that confirms both the story's details and its truths. Matt paints his adult self as being a pretty repulsive person -- obsessed with pornography to the point of eschewing human interaction, peeing in jars so he doesn't have to leave his room -- and we can easily see how young Joe here will turn into that person. He screws his friends out of their valuable comics, because he's the only one with an Overstreet Price Guide. He encourages Dave to shoplift comics from the neighbourhood convenience store because he's too cheap to pay for them. But there's still some decency in young Joe, as we see in the story's conclusion. Essentially it's a convincing portrait of the life of a young American boy, and a lot of it rings true. Matt mines some humour from the verisimilitude, as when his mother hides his comics (claiming to have thrown them out) because he wouldn't mow the lawn, and Joe eventually finds them then threatens to burn down the house if his mom ever does that again. But there's also that hint of selfish megalomania in Joe's actions and motivations, that perfectly resonates with the adult persona he's presented in other stories. Matt's cartooning here is sublime, a perfect evocation of the era and milieu Matt presents -- and clearly showing an influence from his friend and fellow cartoonist Seth. The book itself is compact, beautifully produced and a pleasure to read. Drawn and Quarterly produces some of the finest graphic novels qua art objects in the industry. It's obvious that extraordinary care put into the design and construction of this edition. Joe Matt is one of the most compelling and gifted cartoonists working the upper reaches of the arts comics scene over the past decade, and Fair Weather shows you an unexpectedly nostalgic yet genuine and credible view of the past from what seems like an honest and straightforward observer. As autobiographical comics go, the focus is a bit unusual but entirely welcome. They don't get a whole lot better than this.
|
-
Joe Sacco's particular brand of comics journalism has been one of the highlights of the artcomix revolution that has occurred over the past decade or so. In the 1970s and '80s, no one would have known what the hell to do with works like Safe Area Gorazde or The Fixer, but now that non-fiction comics are more widely read and talked about in the mainstream press, Sacco has been able to carve out a nice little niche that perfectly suits both his talents and his obsessive curiosity about why and how the awful things happen that happen in this world.
Palestine was one of the first works of Sacco's that I read, and certainly it made Sacco's reputation as a contrarian journalist of the first order, unwilling to swallow whole any government propaganda, and damned determined to get to the bottom of whatever story he was investigating, even if it put him in harm's way.
Fantagraphics Books has released a deluxe version of Palestine that better presents the work in contexts both historical and artistic. Lengthy, generously-illustrated text pieces lead off the new hardcover edition, with Sacco providing first-person commentary on his experiences in the Middle East and how he translated them into comics form.
He admits to the book's minor flaws (chiefly, that the pamphlet format the work was originally serialized in leaves for a somewhat choppy graphic novel reading experience) while giving genuine insight into the artistic choices he made in presenting the story as he experienced it, and I was interested to see how most of the visual decisions Sacco made were chosen to better present as objective a journalistic view as possible. As horrific as, say, a man being beaten and suffering a broken arm in the attack is, Sacco makes a convincing case that it's even more chilling when presented with as little visual melodrama as possible. Less is more, so much more so in the case of non-fiction on as serious and important a topic as the Israeli occupation of Palestinian territories.
Sacco's work to reveal the truth about what is happening between the Israelis and the Palestinians remains as powerful and timely now as it was when originally published, and it deserves to be seen and experienced in this new, prestigious edition. Whether you're a longtime Sacco follower or just curious about what it is that he does that makes him so noteworthy among his fellow cartoonists, Palestine: The Special Edition is absolutely indispensable.
|
-
Leave your sense of irony at the door, folks. While the title may recall Dave Berg's long-running Mad Magazine satire strip "The Lighter Side of [fill-in-the-blank]," this beautiful collection published by MQP is serious about offering up Crumb for those who might be intimidated or turned off by the self-confessed "nasty, negative misanthropic sex pervert" (as Crumb calls himself in his droll, confessional and explanatory introduction). Mainly, it seems, it's aimed at women, and if the pastel flowers and kitty-cat on the cover weren't proof enough, Crumb comes right out and says it in his introduction: "If I were a woman, I probably wouldn't like my work either." But MQP and Crumb and his wife Aline assembled this volume anyway, and perhaps being a bit too doubtful of his own appeal, Crumb says if the approach to female readers doesn't work, at least "maybe they'd be able to stomach it enough as a gift for their boyfriends." 
Crumb is without question one of our finest living cartoonists, and beyond the targeted marketing and tongue-in-cheek self-doubt evident in the introduction, The Sweeter Side of R. Crumb is a welcome assemblage of beautiful, vital drawings alive with the interest and respect Crumb clearly invests in his life-drawing subjects. There are a few strips, often about the early years of daughter Sophie, but the pieces that impress and arrest the eye are the mind-boggingly detailed French streets, the lovingly rendered family members, and yes, even a few pretty girls. If a nipple is evident here or there, there is nothing in evidence that would offend anyone to the left of "The Reverend" Fred Phelps, so the book actually is gift-worthy for any man, woman or child in your life, especially those with an interest in art in general and cartooning in particular.
Thankfully, Crumb's personal history pervades the collection, and I was stopped in my tracks by the portrait of Crumb's brother Charles as a young man. I defy you to study the image and not be immersed in the sense of love, respect, affection and lost potential Crumb conveys in the drawing. It is, in its way, Charles Crumb's tragic biography, rendered in a single, masterful image by the man who knew him and loved him best -- heartbreaking and awe-inspiring, all in one single drawing. I think it's the eyes that contain the heart of the drawing, but you must judge it for yourself.
Other people that have touched Crumb's life are rendered herein, from his first wife Dana and their son Jesse to second wife Aline and their daughter Sophie (and later on, it seems, a few of her friends). A smattering of hotel room still-lifes, advertising art and musician portraits are also included, but to me the most compelling images in the volume are always the people and places that have defined Crumb's life. He is, finally, one of the greatest reporters of his own life in cartoon form, a foreign correspondent from an unknown country of unique life experience that he generously, compulsively shares through his art. There's no greater proof that comics are art than the life's work of R. Crumb, and The Sweeter Side of R. Crumb is a wonderful and wondrous showcase for that art.
I suppose it might seem cynical, creating a book to market to women like this. If Crumb's self-effacing introduction doesn't eliminate those concerns, then let this: The Sweeter Side of R. Crumb may be the least-perverse, most accessible book the cartoonist has ever issued. But it is still 100-percent Crumb, and that makes it
absolutely essential.
|
-
Dash Shaw's mammoth new graphic novel is a sweeping tapestry of a family in crisis. It's sad, it's thoughtful, it's dirty and funny and hesitant and right in your face. It's about the adult children of a divorcing couple gathering at their parents' beachside home to come to grips with reality and with each other. 
It's a large, heavy book that is hard to hold up but rewarding to do so, kind of like a real family, and that and other resonances make me wonder just how brilliant Dash Shaw is. Another example: Bottomless Belly Button comes with one of two covers, a mom cover and a dad cover, the divorcing mom and dad of the book. And you have to choose one.
Years ago, I said "I'd love to see how Shaw grows as a writer and artist," and I guess now I know. Bottomless Belly Button is loose but fully-formed, rambling but always aware of its destination. For every discrete moment -- Peter's awkward first date, Jill's humiliating experience with her friend's boyfriend, or dad being given a bath -- Shaw is in complete, if intangible, control of where the Loony family is going. The events at the beach house unfold with the natural rhythm of real life, with all the digressions and messes that implies.
And most gratifyingly, Shaw is content to let us learn to like all of these people. Some are weirder than others, or more uptight, or more distant, but each is human and alive and entitled to some measure of understanding, and Shaw utilizes the length of the book to give us access to the hidden corners every one of his characters possesses. My very favourite panel comes near the end, a shot of the mother in the shower; yes, she's old, "wrinkly," as she says, but the look on her face, even possibly in tears, is one of strength and determination, and also enjoying the heat of the shower. Shaw conveys pages of information in this one masterful panel.
The drawing itself is impossible to separate from the narrative -- Shaw's line is powerfully emotive and organic, simple when it needs to be but sometimes detailed and diagrammatic. Lists sometimes drop in and out of the reading, like an obsessive cataloging of types of water or sand, such as a troubled child might keep as a distraction from ongoing turmoil.
Shawn's been doing some complex, excellent work in MOME recently, and Bottomless Belly Button even further establishes his credentials as a cartoonist you should be paying attention to. You find a lot of him inside his new book, but you'll find even more of yourself.
---
Bottomless Belly Button is available from Fantagraphics Books.
|
-
So, you have finally finished cleaning out your attic and have come across some old comic books. Since comics are a very popular collectible, within the first few moments of finding your books, you ask yourself the age-old question, “What is this thing worth?” To find the value of your comic book, you must take into account several factors. You must first figure out what comic you have, including the issue number, then you need to grade it, and finally you must figure out if it is worth anyth ing. Also, if you have a comic book from after 1980, there is a high probability that it is worth only the cover price or possibly even less. The comics that are worth the most are from the early years of comics (40’s, 50’s, 60’s).
For those new to comics, or who have just found their ex-boyfriend’s stash, identifying the comic can be a little difficult. The first thing you need to know is the series title. Is it Spider-Man, Archie, Justice League of America, etc.? For the vast majority of comics, this information is found in great big letters at the top of the cover. Once you know the title, you need to know the issue number. These are usually found at the corners of the cover and marked pretty clearly. However, there are quite a few comics that do not have the information on the front cover. For these, you may have to do a little searching around the insides of the book. Try the inside of the cover, the inside of the back cover, or pages adjacent to these. You are looking for copyright information, like who the publisher is and when the book was printed. The first line of this little paragraph should hold the information you seek.
After identifying your book, your next step is to grade it. Grading is a tricky thing and two people can look at the same comic and assign two different grades. The reason grading is important is because it can mean the difference between a $100 comic and a $300 comic. Honesty is also important when grading. If you sell someone a comic book that you have graded at an 8, and it is really a 7, you have just angered and alienated one of your customers. “So how do I grade,” you ask? First, you must know the factors that go into grading your comic book. The most important factors that go into grading a comic book are: split spines, pages missing, page browning or brittleness, writing, loose pages, faded color, missing pieces, and whether or not the book is still square. Look through your comic book, and asses it based on what is actually present. No wishful thinking allowed. When you have evaluated it based on the factors listed above, click here to find out the grade.
Once you have graded your comic book, finding the value is easy. I suggest consulting the Overstreet Comic Book Price Guide, since it is the industry standard for comic book prices. If you do not own one, you can buy one here, go to your public library, or borrow from a friend. Simply find your title and issue number, and it will show you the value based on grade. You can also use iTaggit’s eBay Historical Value Estimator, available to all registered users. Just go to your item, click “Valuation”, and then click on the “Estimate Value” link. When the HVE pops up, type in your title and issue number and watch the fun! The HVE searches completed eBay auctions and tells you the final selling price of every one that matched your query. After finding the value, your choice becomes whether to sell or to keep your comic. Selling can also be a little tricky, since for some comics there is only a small market of collectors looking for an addition to their collection. Try placing your ad on a classifieds page, or list your item on eBay or another comics auction house (like Metropolis). A little sniffing around can offer you a wealth of information. Just take your time and be a little patient and you will get the information you want. If you have any questions, or would like to add information or helpful links, please feel free to use the comment section below. Chris
|
-
I read a good deal of Grant Morrison's work before really becoming convinced of his more sublime gifts. I read his JLA pretty much from the beginning, but saw most of it as entertaining but impenetrable eye-candy; as is the case with Warren Ellis, I believe Morrison shines best when he is matched with quality artists long enough to establish a groove. JLA was crippled in some ways by the awkward, freakish but occasionally appealing art of Howard Porter, but for true excellence, Morrison's JLA: Earth 2 with artist Frank Quitely was many, many levels above anything else Morrison did on JLA. It is, very nearly, the perfect superhero comic: Inventive, witty, violent and unpredictable. So, it took me a while to truly appreciate the more subtle joys of Morrison's writing; it was a one-two punch of re-reading the entirety of Morrison's New X-Men and finally seeing how meticulously he plotted out the entire three years' worth of issues, seamlessly melding his interests in science and metaphysics and societies and cliques and mindfucks with the classic feel of Claremont and Byrne's X-Men, and even more importantly, The Filth, which is one of the most amazing graphic novels ever created for a corporate comics imprint. Both Grant Morrison, and his sole peer in terms of the quality of his best writing, Alan Moore, are often disparaged by comics "fans" because they don't play by the usual rules. The Filth is not widely well-regarded, but despite that, I think it's one of Morrison's best works, if not one of the best works in comics, ever. But both Morrison and Moore are held to a higher standard by readers, because they so often have provided entertainment which is light-years more mind-expanding, thoughtful, clever, witty and charming than the nearest competition. I find the work of both Moore and Morrison addictive, genuinely addictive -- I've more than once blown the rent money on their work because I just had to have it -- and like any drug (and I do believe their best works are drugs, impacting themselves on my cerebral cortex in quite delightful ways), I want the high to be bigger and better every time. Like many, I've been disappointed by some of their works -- like much of Moore's mid-'90s Image work or Morrison's Arkham Asylum, which I think is a bit overrated -- but I have learned to trust them. If a new work by one of these transcendent talents fails for me upon first reading, my first instinct is to guess it's me and not them. And often -- like The Filth -- a second, later read will prove my theory right. I just wasn't ready for it the first time, my mind wasn't open enough. Now place this discontent on the average comics "fan" who actually has somehow managed to deceive himself into thinking people like Geoff Johns or Frank Tieri are "writers," (ha! ha!), and I imagine the effect is magnified enormously. Because so much time is spent justifying a love for mediocre crap, as long as you get to see the Alan Scott Zombie shamble through yet another moribund "adventure" in JSA, that you also have to build up a real resistence and resentment of talent that genuinely dares to shine. So when a Moore or a Morrison fails for the typical comics "fan," man, they start throwing the *** around their cages with their righteous indig-nerd-ation. One of the things that seems to aggravate the typical superhero reader is the use of cutting-edge science and mysticism in the work of both writers. They're often said to be exploring "mad ideas," without any real examination of what that means. When one does a little research, one discovers that the type of magick that Moore and Morrison describe is closer to science than superheroics or the supernatural. Even Warren Ellis throws in some futurist science in some of his better work, but the key to all these "mad ideas" is usually the idea of using one's will to affect beneficial change on your immediate universe -- which is a lot of what Moore and Morrison are talking about, when you strip away the hyperbole. You can understand why more conservative-minded readers might despair at the exploration of such ideas.
Moore's Promethea is a virtual primer on the subject if one follows up on the references in the text. Morrison is even took part in a weekend educational retreat a few years ago with other noted, forward-thinking authors. But it's so easy to dismiss these progressive, exciting concepts as "mad ideas," and therefore deny yourself the full range of the work, comforting yourself with specious claims that Moore and Morrison are wacky charlatans. Meanwhile, comics like The Invisibles and Promethea mapped out a potential course for 21st Century humanity based on history, science and yes, magick. And they did it in monthly funnybooks. No wonder the nerds are so outraged when they don't get it. No wonder there's so little discussion of Moore's stunning prose novel Voice of the Fire, which perfectly encapsulates the universality of human experience with wonder and awe, while also serving as a speculative fiction of the human race and Alan Moore's hometown over the course of thousands of years. This stuff is just too big for the average sooperhero fan, I suspect -- but for those willing to make the leap, you couldn't ask for more entertaining or rewarding work.
|
-
After years of violent superhero crime comics, Frank Miller's farewell as combined writer/artist to the title that made his name in comics was Daredevil #191 (cover-dated Feburary, 1983), featuring the standalone story "Roulette." It's an issue so alien to the previous Miller run of #158-190 that it seems like a quantum leap from that set of comics, the beginning of a new era for both Frank Miller and Daredevil. And yet, it perfectly summarizes not only everything Miller accomplished on the title, but prophetically points the way to the writer/artist's future. The issue was to be his last as writer/artist, although he would return to write a one-off for artist John Buscema and later the masterwork serial Born Again with artist David Mazzucchelli.
The first clue to the very different nature of this issue comes right on the cover: Miller had designed some striking covers in his time on Daredevil, probably most notably that to #181, the creative peak of Miller and collaborator Klaus Janson's tenure, in which everything that had been building since even before Miller took over as writer with #168 came to a head. The cover to #191, though, is very different from the Eisner-influenced action covers Miller had been designing. For one thing, inker Klaus Janson is not in evidence, either on the cover or inside, where Terry Austin provided embellishment of Miller's shockingly controlled line.
Miller inked the cover himself, depicting Daredevil standing alone, in despair. The character is clearly in defeat at the power of New York City and its implicit violence. The city itself is seen shrouded in fog and threatening shadow, created almost entirely by Miller's by-now obsessive (but not yet fully controlled) crosshatching. Daredevil himself is also composed mostly of these sharply attacking lines of ink, and the cover is almost certainly coloured by Lynn Varley, who is to become Miller's creative partner (and more) for decades to come. The colour palette of the cover is highly unusual for its time, featuring off-note shades and graduated tones that are, of course, commonplace today. In so many ways, this issue seems like a hint of what is to come, not only for Miller but for superhero comics themselves.
Inside, Daredevil plays Russian Roulette with his now-quadraplegic arch-enemy Bullseye, having been driven to the very edge of sanity by a tragic turn of events involving a young boy who idolized Daredevil. Varley provides a spare colour tone for the issue, painting the hospital scenes between Daredevil and the paralyzed Bullseye in mostly black and white, save for sunlight coming into the room and of course the vivid red of Daredevil's mask, a key design element of page three. On this page, Daredevil reflects on how Bullseye has taken so much from him, and Miller relies on one of his most successful visual tricks, splitting up a single face into multiple panels, each moving the story along just a bit, each moving the reader along another instant in time, in this case toward Daredevil's narrative about Chuckie Jurgens.
The first time we see Chuckie, as Daredevil's tale begins, he is bathed in the nauseating green glow of the television. Undersupervised and overstimulated by repeated watchings of Daredevil beating Bullseye to a pulp on a much-watched videotape, Chuckie is entranced by Daredevil's actions. We learn in the course of the story that this tape has become his fantasy world, one that his father is all to eager to let him enter if it means being left alone to plot his less-than-legal activities.
As Matt Murdock joins the Jurgens family for dinner, Varley casts a sickly yellow pall on over Miller's spare set-piece. The family, Murdock and the dining room table are isolated in a sea of yellow, giving a theatrical feel to the sequence. Jurgens scolds his son at the dinner table, shaming him in front of Murdock, giving him even more reason to retreat into his fantasy:
"I'm not crazy. And I am Daredevil, sometimes."
Murdock is flattered, dangerously enchanted by the boy's rich fantasy life and visits him as Daredevil, taking him for the ride of his life. The boy explains to Daredevil how violence has made the costumed superhero free. Daredevil seems startled to learn what kind of lesson his own personal violence has visited upon this innocent child.
It's fascinating to see Miller take such responsibility here for the violence of the series. For nearly three dozen issues, he used his art to dazzle and entertain with balletic violence inspired by the artistic elegance and economy of Gil Kane, Bernard Krigstein, Steve Ditko and others. Miller had also infused the series with a film noir sensibility stripped right off the blue-glow of the 2 AM TV screen, transferring it intact to the comics page.
Under Frank Miller and Klaus Janson, Daredevil celebrated and explored violent acts of brutality. Thugs beat Daredevil, Daredevil beat thugs, Daredevil beat his lover, his lover beat him, his worst enemy beat them all and killed the love of his life. All the time, readers were kept on the edge of their seats by masterfully plotted cliffhangers and unexpectedly adept dialogue and pacing. Miller's years-long tour de force was a passionate mash-note to comics and violence and the special, bloody place where they intersected in Miller's psyche. That he lived in New York City while creating these stories was a blessing to the work and a boon to his storytelling powers; the series was about the Big Apple as much as it was about people in costumes beating on each other.
So after all this time, it gives the reader pause to see Miller step right up and pay the price for all the fictional blood he'd spilled for the past few years. "If you really want violence," this story seems to say, "Let's get good and bloody and see what the hell it all means." Daredevil is aghast at the effects of his exploits on Chuckie. He can't believe the boy is so in love with violence, so desperately attached to it. Daredevil is so taken aback, in fact, that he doesn't see where this path has to take Chuckie. At a key moment, he abandons the boy instead of getting him to the help he needs. Why does Daredevil make this choice? So he can go beat someone up, of course.
The person he beats is Chuckie's father, involved in a criminal scheme that has quickly gone wrong. Daredevil easily beats Chuckie's dad (of course), but there is a far greater price to pay for the easy win -- Chuckie is a witness to it all, and Chuckie snaps. If Chuckie's father is bad, then Chuckie must also be bad, very far indeed from the hero he wants to imagine himself to be. He loses himself utterly in the world of the DD/Bullseye videotape, watching again and again as the pair kicks, punches and beats each other in an endless loop of savagery. Chuckie is becoming something more pure than merely Daredevil in this fight, he is becoming the fight itself, as it burns itself on his retinas again and again. Sometime later, but not long after, Chuckie becomes another statistic as he brings a gun to school and starts shooting. The fight has consumed Chuckie Jurgens once and for all.
This, then, is what has brought Daredevil to the hospital room, where he holds a crippled man hostage to his story, and to his horrific threat of immediate and terminal violence. Again and again, he holds the gun to Bullseye's head and pulls the trigger. Then he repeats the action against his own skull, each pull of the trigger a desperate plea for an answer to the violence of his life, a violence that seems to corrupt every corner of his universe, even the most innocent and undeserving.
There's one last story Daredevil wants to tell Bullseye, about a time long, long ago when his own dad was still alive. A time when he disappointed his father, and was rewarded with a violent slap to the face. It was, perhaps, the first step on Matt Murdock's lifelong path of violence and pain. Not coincidentally, we are told, it was also the night he decided to become a lawyer -- a lifelong attempt to lay down a pattern of order and structure over a foundation of slaps, smacks, punches and kicks.
One chamber left untested in the game of Russian Roulette. The gun is at Bullseye's temple, and we know that This is It. Miller's art takes the scene into an extreme closeup, as the trigger guard of the gun becomes indistinguishable from the curves of Bullseye's eye -- Daredevil pulls the trigger, and the gun clicks hollow once more. There were never any bullets. When the most inviting target for your rage has become a bedridden invalid, psychological torture is the most violent tool at your disposal, and in revenge for Elektra, for Chuckie, for himself, Daredevil has spent an entire issue torturing Bullseye (and himself) as best he possibly could.
The tension was sustained throughout the entire issue by Miller's utterly alien choices. Inker Terry Austin's tightly controlled, mechanical line is utterly at odds with the universe of texture and shadow that Janson's inks had lent every previous issue that Miller had pencilled. I do love Austin's work here (and in the What If...? that Miller and Austin also collaborated on). It presents a whole new context for Miller's established tropes, recontextualizing the familiar angles, physiology, architecture and psychology that had been evident in the book's previous artistic era.
Varley's sophisticated colour scheme made the issue look like no other Marvel comic book probably ever quite had, with each scene set apart by its own palette, becoming its own world. And most startling of all, Miller's surprisingly mature acceptance of responsibility for the violence that had been his bread and butter for the years leading up to this landmark issue.
Daredevil #191 feels as much like an issue of Sin City as it does Daredevil. It clearly prefigures Miller's future comics work, and is a clear break-point with the traditional comics stylings he had up until now been mining. We get into Daredevil's head in a way little seen before or since, and the end of the story is far from comforting. There is no reassurance in Daredevil's resigned acceptance of the violence that plagues his life. There is only isolation, doubt, and the guarantee of more pain to come in the future.
As a creator, Daredevil #191 is where Frank Miller really began his exploration, casting off the needs of Marvel Comics and instead taking the book solely, for this one issue, where he needed it to go. It's a high watermark for the series and for Miller's career, and one of the oddest single issues any corporate comics company has ever released. It's a mature work that explores the immaturity of violence, the self-defeat that comes every time someone strikes out in rage. A layered work of artistry and complexity, it remains one of the best things Frank Miller has ever done.
|
-
The Filth at first seems like a narrative black hole, infinitely dense and powerful, but very hard to perceive by just looking at it straight on. There's a sense that there's a whole other graphic novel composed of scenes cut out of this one. It's clear that writer Grant Morrison understands everything that's going on, but for everyone else, the best you can hope for is an approximation of understanding. So much is going on, so much is thrown at you, that multiple readings are probably going to be necessary -- certainly, they were for me -- but the work is so entertaining and intriguing that that's a joy, not a problem.
There are many, many scenes, but they don't always transition into each other in a way that invites easy comprehension, and chapter to chapter things get even wonkier. That's not to say it doesn't work -- it does, and marvellously so. But anyone looking for the linear cohesion of Morrison's New X-Men (or even The Invisibles) is going to find something even more seemingly disjointed going on here.
Around the edges of the story, we see certain themes emerge. The minority existence of macrobiotic life in the cosmos, endlessly outgunned and overwhelmed by unseen viruses and bacteria, filth, if you will. Life at our scale, human life particularly, seems almost comedic in its arrogance in the face of such disproportionate opposition. You may feel pretty good today, Morrison seems to say, but uncounted millions of lifeforms occupying your space and influencing your actions indicate that, at best, we may only be particularly verbose and obnoxious passengers on a taxi-ride we only barely understand or can comprehend. Worse yet, there are forces that want to prevent your attempts at understanding or comprehension. It's a metaphor of power on many different levels, from government disinformation to the blatantly false "reportage" of Fox News.
This is one of the hard lessons absorbed by protagonist Greg Feely over the course of the book, as he discovers his entire other life as "Ned Slade," an operative of "The Hand," an organization whose job it is to clean up the dirty messes of the world, the ones that threaten the wholeness of society, the *** that happens on the margins. Greg just wants to live his bachelor life, happy in the company of his cat Tony, but duty calls -- and calls, and calls, and calls. And Greg learns just what a dirty world it is, battling the unmutualism of opponents of "Status: Q" when he discoveres Greg is really an invented life, a "parapersona" in which Ned can forget the stresses and horrors of working for The Hand. Or maybe, Greg is the real person and Ned is the created identity that The Hand tries to transform Greg into to stop him and his internet pals from disrupting Status: Q. You're presented a number of choices of what to believe -- just like life -- but by the end it's pretty clear who's who, if what's what is a little more complex an issue.
All the symbolism may fail to engage some fans of Morrison's more traditional corporate comics, but as the writer told Newsarama, "The Filth can be seen a healing inoculation of grime. I'm deliberately injecting the worst aspects of life it into my readers' heads in small, humorous doses of metaphor and symbol, in an effort to help them survive the torrents of nastiness, horror and dirt we're all exposed to every day -- especially in white Western cultures, whose entertainment industries peddle a mind-numbing perverted concoction of fantasy violence and degrading sexuality while living large at the expense of the poor in other countries." That last point is brought vividly to life in a brief exchange toward the end of the novel, contrasting the events in the life of Greg Feely and Mother Dirt at a particular, precise moment in their existences.
The art in The Filth is the best Chris Weston has ever delivered, with Gary Erskine and Matt Hollingsworth supporting him to create a holistic visual style recalls the chaos of the best of the '60s and '70s underground comix combined with the precision of the best of the 1950s EC artists such as Wallace Wood. Dense, richly detailed images are present no matter what the environment Morrison's script calls for, from the seedy to the surreal and back again. So many of Morrison's longform efforts (such as New X-Men and The Invisibles) have been injured by frequent changes in art teams. Seeing the impact of a single, complex graphic novel by a unified creative team headed up by Morrison is nothing less than a revelation, and a strong argument for allowing the time for creative teams to get the job done right rather than enforcing artificial monthly deadlines that require sub-par fill-in artists to handle some chapters of longer works.
The intricate scene-setting and costuming here calls for a larger format and a better grade of paper, making The Filth an ideal candidate for DC's "Absolute" slipcased, hardcover editions. The work is strong and infectious enough, though, that even in this less-than-ideal presentation, it overcome the limitations in paper quality and image size.
Ultimately, The Filth shows Feely/Slade's immersion/rejection/acceptance of the filth of existence as a double-edged metaphor -- you can either deny the existence of the filth and live a life of hollow denial, or you can accept and embrace the fact that life is a goddamned dirty thing, but that doesn't mean you have to forget such things as decency and love. Greg, finally, learns the truth of life, but he still loves his cat and cherishes the small pleasures of a life constructed as well as can be hoped for amid all this disgusting filth. And innoculated against the most shocking aspects of life, he seems to close out the novel well-prepared for the next phase of his existence. It's probably the best any of us could hope to ask for.
Buy The Filth from Amazon.com .
|
-
The very best graphic novels ever created -- a category Alison Bechdel's Fun Home fits comfortably, assuredly into -- are gripping, immersive and literate. As I experienced Bechdel's Fun Home, I found myself comparing its masterful blending of words and images to some of the most accomplished comics I've read in my lifetime. Bechdel's arresting visual ingenuity recalled Will Eisner's most skillful techniques in some places; her visual wit on par with Eddie Campbell. Her fearless attempt to recreate the hidden, broken life of her family is worthy of the graphic memoirs of Robert Crumb. Her narrative ambition and storytelling confidence put me in mind, above all others, of the very best works of Alan Moore, from From Hell to Watchmen to The Birth Caul and Lost Girls. Not that Bechdel's work in any way imitates or even emulates these peers of hers. Rather, the powerful way she exploits the potential of the comics medium to tell her life story (and that of her father, and how they converged, and how they diverged) pushes both autobiography and comics forward in the same ways some of the medium's most accomplished creators have done before her. Bechdel has raised the bar for anyone who puts pen to paper with the intent of explaining and exploring themselves and the world they came out of, and up in. I'm embarrassed to say I did not know what a gifted cartoonist Bechdel is; her ink line is loose, easy and confident, a bold and pleasing style somewhere between the meticulous Rick Geary and the breezy Lynn Johnston. Crucially, she is a master at depicting both interior and exterior environments, lending an enormously authentic air to critical scenes throughout Fun Home. When we're in the baroque family home of her childhood, we're really there amid the decorative treasures her father obsessively collected. When we're gazing out over the Hudson at the Bicentennial, it really is 1976 and we're somehow in New York City. There's no unconvincing background or shaky sense of place at any point in Bechdel's story. According to an interview provided by the publisher (Houghton Mifflin), Bechdel extensively researched her life story using old letters and diaries (actually used in the artwork thanks to her canny, organic use of the potentials of Photoshop), and the author's efforts at presenting her story as honestly and forthrightly as possible lend a paradoxical air of sceptical verisimilitude. She admits throughout that these are her memories and perceptions, and goes to great lengths to show that her memory -- all human memory -- is an unreliable tool at best. Stories are worth creating, telling and remembering, and as Alan Moore has said, I agree that in some way all fictions are true; but just as great art can come out of possibly unreliable memory, great (or at least comforting) truth can be lost in the hazy mists of receding time. It's this convergence of time, memory, recollection and the acknowledgement of loss that makes Fun Home the truly great graphic novel that it is. Bechdel's Fun Home recreates the nonlinearity of human consciousness on the page, piecing together the sections of her tapestry to show where her father's life (and in particular his secret homosexuality) intersected with her own coming of age and coming out of the closet. I thought of Alan Moore's Big Numbers when I considered the way she was able to draw parallels and find intersections that might have remained forever hidden even from herself, had she not created Fun Home. Her father's love of literature, likely something of an escape from the oppressive era in which he found himself a gay man, was passed on to his daughter, who came of age in a time, thankfully, when it was somewhat more acceptable to be what you are born as, whatever that may be. A time in which the revelation of secrets might actually not cause you to consider staging your own death out of shame, embarrassment, humiliation, or possibly, ultimately, sheer exhaustion. Fun Home is a memoir, a mystery, and a masterpiece. It is, by far, one of the very best graphic novels yet created, and a work that will linger long after you finish it. Bechdel's life story is uniquely hers and universally all of ours, and it is worthy of all the attention, analysis and praise its readers can shower on it. Most of all, it is a great novel that cries out to be read and demands to be talked about. Because if people could have talked about the issues contained herein at the time her father was alive, he might still be alive today to read her daughter's story, and tell us what he, himself, thinks of it. I'd like to know what he would have to say, but I never will. Buy Fun Home: A Family Tragicomic from Amazon.com.
|
-
Sock Monkey (published by Dark Horse Comics) is a joyous, mind-bending piece of baroque cartooning by Tony Millionaire. It is, in a sense, an all-ages companion volume to Millionaire's more mature-minded (read: dirtier) Maakies collections (published by Fantagraphics Books).
 The two series share, in a way, two major characters: Drinky Crow and Uncle Gabby. But where the pair are living beings in a bizarre world of their own in the Maakies comic strip, in the world of Sock Monkey, they are cloth constructs that have somehow taken on consciousness and embark on grand adventures amid marvellously-delineated architecture that is breathtaking to behold. The settings of Sock Monkey really are the third major player in its storylines (this trade, The Adventures of Sock Monkey collects four issues of two two-issue miniseries), with Millionaire lavishing attention to architectural detail that borders on the perfectionist, if not the pathological.
Stoic facades, grand staircases, and chandeliers that double as sparkling cities in the sky all figure prominently in these fevered adventures, with Sock Monkey and his Crow companion bounding through these gorgeous settings, raising hell and exploring the world in a way that is strikingly reminiscent of the way young children see their seemingly everyday surroundings. They make their way through these houses (almost completely bereft of human life) with an explorer's curiousity and a great deal of bad luck. Throughout, though, they maintain their inquisitive and determined nature. Millionaire is equally skillful at depicting the interiors of these grand houses, rolling seascapes and tiny dollhouses, the intricate detail giving the reader a sense of place rarely seen in comics.
Coupled with the fantastic sensibility brought to these places by the bizarre events that occur and the extraordinarily pluckiness of his characters, Sock Monkey makes for a riveting, mind-blowing read.
---
The Adventures of Tony Millionaire's Sock Monkey is available from Amazon.com.
|
-
After the Snooter is one of the great graphic novels by Eddie Campbell, and right now it is available from Top Shelf Productions for three bucks during their massive three dollar sale.
Eddie Campbell uses the word "wistful," in some context in this After the Snooter, a collection of his autobiographical "Alec" stories that sees him give up the illusion that Alec McGarry is anybody but good old Eddie himself. And wistful perfectly describes the book, and the unique, incandescent idiom Campbell uses to tell stories about his life and his world. Wistful, yes, it is that.
The Alec graphic novels represent some of the most thoughtful, affecting autobiographical work ever created in comics, a frank overview of Campbell's life and career, tinged with a bit of sadness and inspiring awe and wonder at the depth and bluntness of the reports Campbell brings back when he reconnoiters his own existence.
It's work sometimes quiet and pensive, sometimes loud and filled with hilarity. A document of an extraordinary life in which Campbell mostly seems to play the observer; and he's been as lucky as he is gifted, as we see when he discusses the windfall that finally came in the form of From Hell's motion picture adaptation. As he ponders the purchase of a home and leaving behind the life of the renter, I was amused to see we not only share a philosophy about renting, but tend to give very similar examples of why having a landlord is ultimately superior to being the master of your own domain. But I digress. Campbell's story is parsed out in very human moments, such as when he catches his kids surfing the web and landing on vagina.com, or in the way he accepts his friend Alan Moore's mid-life decision to become a magician. When Moore tells Campbell "All gods are fiction; it's just that I happen to think fictions are real," Campbell confirms both Moore's worldview and my suspicions about the magical work that Moore has been performing on his audience for years now. As such, After the Snooter serves to educate as much as it does illuminate. We learn as much about the world around Campbell as about Campbell himself. More, probably. I'm not sure if it's cultural or just Campbell's unique personality, but the distance at which he seems to look at the world (again, wistfully) serves as a powerful storytelling tool. His narratives are as convincing as they are entrancing. As an observer of humanity in its absurd and sublime diversity, there has been no finer journalist to paint pictures like this in a medium usually left to depict power and revenge fantasies for those totally incapable of ever enjoying either. After the Snooter is a work of passion and truth from an everyday, ordinary man who has sacrificed a good part of his life to bring you joy and wisdom through the sharing of stories. To ignore what he has to say is to insult both of you.
|
-
Tim Lane's fascination with what he calls "The Great American Mythological Drama," comes along at the perfect time, the beginning of the end of the automobile era. The title Abandoned Cars couldn't be more resonant. I abandoned mine three years ago, although I still rely on my wife's for trips of any length. The arrival of the peak oil phenomena and gasoline prices unthinkable to comfortably numb Americans has begun to make Lane's title truer than it would have been even a year ago. Have you noticed how many more people are bicycling or hoofing it these days? Lane's romanticism for American Mythology, therefore, arrives at just the right time. My childhood memories of family trips smell of cheap diesel fuel at roadside truck stops. They're painted in the gaudy primary colours of worn-out convenience stores, and there's a peeling South of the Border bumper sticker slapped on them. I can't remember the address of the first house I lived in, but I can vividly remember the day my parents (and dozens of other drivers) bought bad gas on a highway in the south and had their vehicles break down less than a mile from the gas station. Lane would have liked to draw the sight of all those inconvenienced Americans bewildered by their suddenly disabled motor cars. Turns out there was water in the gas. The gas station's parent company ended up buying my parents (and dozens of other drivers) new cars rather than replacing the destroyed engines in all those, well, abandoned cars. Abandoned Cars is a thrilling collection of short stories infused with the elements of Lane's obsession: Elvis, old cars, beat-up diners and sleazy bars. Lost loves, hobos, boxcars and crushing regret. Almost-pretty girls using every drop of their sexual power for the brief season they possess (and are possessed by) it. The book is flanked by haunting duel images: Skinny Brando and Fat Brando; no more evocative summation of the American Catastrophe is needed, or even possible. Lane's America has gone to seed. Its better days are far behind it, a promise that seemed always on the horizon until one day we noticed it was long, long past. Irretrievable; gone, baby. Lane's strongest visual influence is Charles Burns, but you'll find a little Daniel G. Clowes in the way he sets a scene with detailed portraiture. Burns and Clowes both are quintessential chroniclers of America's losers and victims, and so Lane's evocation of their styles seems a good fit. He owns what he's doing, here, though, building on his influences and allowing his themes to suffuse both his words and pictures. There's a little bit of the feel of EC Comics to Abandoned Cars, too, like Jack Kamen could have turned something like this out, if he really had anything of his own to say in his comics work instead of merely illustrating Gaines and Feldstein's ideas. I can't help but think that if Harvey Kurtzman had been at the top of his creative power right now instead of when he was editing Two-Fisted Tales and Frontline Combat, he would have admired the hell out of Tim Lane's work and dedication to a single subject. The game is up and America is screwed, and although we've known it was coming for years, the moment now is obviously and undeniably upon us like a hurricane on the gulf coast, or a sub-prime meltdown on the housing market. Abandoned Cars shows us both the appeal of, and the monumental fraud at, the heart of the now-ending American era. At one point, in one of these stories, one of Lane's characters longs to "Jump a train -- any train moving." Lane takes us back to a time when it was still possible to do that, before our current era when the trains, and planes, and automobiles are all coming to a halt and the options are running out. But unlike the news media, he knows it's a false romanticism and that all the chips have long ago been cashed in. As the same character later realizes, "Maybe I've had it all wrong...the wrong idea about everything." In these two sequences, Lane sums up the entirety of the American experience. If only our leaders spent as much time pondering the powerful myth and tragic errors of our nation. Abandoned Cars is published by and available from Fantagraphics Books.
|
-
Concluding my week-long look at my inner child's favourite Marvel Comics... 
Uncanny X-Men #141-142 It occurs to me that many of my favourite comics have gone on to infamy as the beginning of trends or plotlines that later went on to be vilified by fans. Watchmen, along with The Dark Knight Returns, of course, heralded the Grim 'n Gritty Age of comics, in which creators with none of the skill of Frank Miller or Alan Moore attempted to ape the complex, morally ambiguous milieu of those stories. The fact was that most imitators focused on the darkness and despair found in those stories without having a clue that the tales were both grounded in hope and crafted by writers at the very top of their creative game. So, too, has the storyline in these X-Men issues been followed up on for many years by creators unable to grasp the essence of the tale. Sure, Days of Future Past is about time travel. Titanic is about a boat sinking. Star Wars is about a war in space. Just because you can break the plot of a great story down into a single phrase doesn't mean just anyone can create a similarly worthy tale. The stink from the two decades of crap that followed these two X-Men issues can be smelled from the galaxy of Andromeda. By someone with a very bad head cold. But that does not diminish the power of the original story, or the joy to be found in re-reading it. In retrospect, Days of Future Past was really the high point of the Chris Claremont/John Byrne X-Men era, not to mention of the careers of the primary creators. The team (along with inker Terry Austin) had taken the mutants from deep space to the Savage Land, delivering mind-bending sagas on a monthly basis for many, many months. Unusually complex (for the time) characterizations and slick, dynamic artwork and clear storytelling were the hallmarks of the run. But this two-part story got to the heart of what made the Claremont/Byrne era the classic it remains today. As many of the best stories are, it was about family. Stan Lee's X-Men, Roy Thomas's X-Men -- they were superheroes. Sure, they were occasionally exciting, and the concept was always strong, but Claremont (for all his excess verbiage) really got inside the heads of these people and let us know what they were thinking and feeling (occasionally to excess, but it was a successful technique during this run). The end result was that readers cared about the Uncanny X-Men in the late '70s and early '80s in a way rarely seen before or since. It was one part soap opera and one part superheroics, and for a few brief years, it was magic. Every 30 days. The story begins with Kate Pryde (a much older Kitty Pryde) seen crawling through a ruined New York City in the far-off (it seemed then) 2013. Mutants have been rounded up and either killed or interred, and the Sentinels rule the United States of America. Kate gets herself into jeopardy, and a graying Wolverine comes to her rescue. We learn Logan is part of the Canadian Resistance Army, and that he is working with Kate to overthrow the Sentinels. There was no set-up for this situation; Claremont and Byrne just tossed the reader right into the midst of this unexpected, dystopic future. It was disorienting, it was disturbing -- it was marvelous. The look we got at the future Wolverine (not, back then, an overexposed joke) was intriguing, and the glimpse of the graveyard in the Sentinel camp was chilling. So many heroes, we learned, were now dead. How could this have happened? And how the hell can it be made right? What price would have to be paid? Inside the Sentinel camp, we meet the surviving mutants -- including a now wheelchair-bound Magneto who has apparently gone over to the side of the angels. The sense of family among these survivors is palpable. Kate Pryde has been married for years to Colossus, and Franklin Richards is involved with Rachel, a telepath we meet here for the first time. But beyond that, Colossus refers to Magneto as "old friend," a designation almost beyond comprehension back then. It was clear that the struggle against the Sentinels had united mutantkind in ways we could only begin to understand. Rachel has been tapped to use her powers to send Kate Pryde's adult consciousness back into her 13-year old self's body, and suddenly the story shifts gears back to a world we know. The Danger Room in the Westchester academy that is the secret headquarters of the X-Men. The X-Men we know. Our X-Men. Kate, now inhabiting the body of her younger self, is quickly able to convince the team that she is not the Kitty they know and love, and that she has come back in time to prevent the assassination of anti-mutant Senator Robert Kelly, and a subsequent nuclear holocaust. Remember, too, that this was 1980. Such tales were not as commonplace (or cliched) as they might be considered now. The team makes off for Washington, where Kelly is leading a senate hearing that Charles Xavier is testifying at. The plot in the present really isn't all that interesting in and of itself. The X-Men have to prevent an assassination. It's the glimpses of the future that we get that really make this compelling reading. For years now we had gotten to know the characters of Colossus, Storm, Wolverine and the others. We had just met Kitty Pryde a few issues back. Now, we were seeing where they would all end up decades down the line, and because of the skill and talent of the creators, we really, really cared about all these characters. This horrific future had to be prevented, no matter what. Of course, the X-Men manage to prevent Kelly's death in the next issue, at a terrible cost to the future version of the X-Men, and with | |
|