Strange Windows:The Broonie, Silkies, Fairies & their Silhouettes

But he took the wee baby seal by the flipper. “You little rascal!” he said. “You’ll grow up some day to be a big seal and then you’ll destroy my net if I’m still here.” And he took the wee baby seal, hit its head against a rock, and threw it among the seaweed on the shore. —The Silkie’s Revenge

The pleasure of a library sale is that of a second-hand bookshop – the pleasure of serendipity, of finding what was unlooked-for. Thus I never miss any that are held at my beloved American Library in Paris.

“Come oot,” he said, “I want to show you something!” “What is it?” she said.

“Come here, come here. I want to show you something! Look!” he said to his wife. He opened the door of the byreand he showed her — there was the cow and there was the bonnie wee calf standing at her feet, there was the pail of water and there was the hay in her wee heck at her nose, and the cow was as healthy as could be and so was the calf! —The Broonie on Carra

At last month’s sale, I took in my haul the following wee book, paid for at the price of 1 euro– one of the better purchases I have made as a collector:

The Broonie, Silkies and Fairies is a collection of traditional oral tales from the travellers of western Scotland, a folk of nomads like the tinkers of Ireland or the Rom/ Gypsies, as told by traveller Duncan Williamson (1928–2007).

“I was reared, born and bred on stories. That’s all I had in my life.”– Duncan Williamson

Every day she used to go hawking with the old woman too, selling her basket and tinware to the houses.

So one day she says, “Mother, dae ye never get fed up on the sea? Dae yese never go on the roads?”– Saltie the Silkie

From Williamson’s obituary in The Guardian:

Duncan was born in a tent on the banks of Loch Fyne, near Furnace in Argyll, the seventh of 16 children. Neither parent could read or write, but pipers, singers and storytellers on both sides of the family were testament to a rich oral culture. His father, a basketmaker and tinsmith, was determined that his children should get a basic education, and Duncan went to school in Furnace until, at 14, he was apprenticed to a stonemason and drystone-dyker, Neil MacCallum, who told him stories in English mixed up with words and phrases in Gaelic. A year later, he left home with an older brother, travelling all over Argyll and Perth. He worked as a farm labourer and became a horse dealer.

Duncan first heard stories and songs within the family, including a version of the classic supernatural ballad, Tam Lin, from his grandmother, Bet McColl. Duncan recalled his father’s storytelling in the introduction to his own collection of stories, Fireside Tales of the Traveller Children (1983). He knew his father was telling him something that “was going to stand us through our entire life”, and even though they may have had no food to eat, “we were full of love of our father’s voice”. He also recalled listening, at the age of 24, to an old man telling stories from 10 o’clock at night through to six the next morning. Such was the power of the storytelling culture of the Travellers. — Derik Schofield

It looked up and shook its fist. “Ye finally found the answer, but” it said, “many’s the night when I lay in your bosom and cuddled ye, I cuid have done terrible things to you– curse upon you! And curse upon your old postman!” Like that– he was gone. Gone, disappeared for evermore. — The Taen-Away

In the sixties, Williamson was discovered by folklorists, who recorded his tales for Edinburgh University; transcriptions of these stories were compiled into a series of books, such as the present one; it was published in 1985 by Canongate Publishing Limited, of Edinburgh, Scotland.

And the wee son used to say, “Daddy, why is it when you come to the bridge that you always push the pony past? I’d like to see the bridge and I’d like to see the river, I would like to see the steps going to the pool.’

“Son”, he said, ‘wheesht! You don’t know what I know… the Broonie lives in there! And these are his steps, he is in that pool — that’s why I hurry the horse past them.” — Torquil Glen

( The above drawing was printed upside-down in my copy!) These are tales of the supernatural– of fairies and the shape-shifting seal-folk, the Silkies; of changelings and sea-monsters; of the Broonie, the magical creature that rewards the generous and punishes the miserly.

I had no time for breakfast, I was so sad. I said, “Prob’ly she went out swimming and she got drowned.” And I was so upset, I didn’t know what to do. I searched the island, I went down the steps, searched the lighthouse outside and inside. She was gone, there was no Rona. — The Lighthouse Keeper

However delightful the tales, though, my purchase was prompted by the charming illustrations of Scottish illustrator Alan B. Herriot. And no small part of that charm is owed to Herriot’s masterful use of a now all-too rare illustrative technique: silhouette drawing.

And the King stood before Archie. “Archie, I’m sorry. You’ll hev tae move away from here.”

And Archie said, “Why should I move away from here?”

“Well,” he said, “you can move or you don’t need to, because we are gaunnae have a party here.”

And Archie said, “Who are youse?”

He said,”Archie, you ought to know who we are! Archie, we are the Little People, we’re the fairies! This is the day we’re going to have wir party here!” — Archie and the Little People

Nowadays, Alan Herriot is primarily a painter and sculptor in a naturalistic vein, author of several public monument statues.

 

Alan Herriot (right) in his studio

Worthy though these projects may be, one regrets the loss of the lightness and mystery, of boldness allied to delicacy, these illustrations from his youth so beguilingly set forth. Look again at the drawing of Archie and the Little People. The silhouette technique ‘sells’ the magic; by withholding visual information, the artist teases– and awakens– our imagination.

She said, “Auld man, my husband says ye’re hungry”

“Yes, my dear, I’m hungry.”

“Well,” she said, “would ye accept this bowl o’ soup?” —The Broonie’s Curse

Silhouette art goes back to the origins of human kind; it was found in the ten-thousand-year-old cave paintings of Lascaux; it was prominent in the murals of Pharoah’s Egypt; it reached a high degree of perfection in ancient Greek pottery. But its true apex came in the 18th century, when it was the commonest form of portraiture– as seen in the example below:

…occasionally involving quite complex group compositions :

This ascendancy declined in the 19th century with the coming of photography– although silhouette portraits by no means disappeared; below is depicted the poet Longfellow, by August Edouart:

And even today, silhouette portraitists ply their craft on seaside docks and at country fairs.

 

John Ross, a sihouette artist who employs the traditional technique of paper cut-outs

The silhouette has also been much used in the performing arts, whether in the Wayang puppet theatres of Java and Bali:

(French-language documentary and demonstration of Javanese Wayang) video here.)

…or in the cinema, as in the animated films of Lotte Reininger; this still is from her Adventures of Prince Ahmed:

Here is a video extract from ‘Prince Ahmed’

And this man said, “You have come here to stone the seals– we are the seal-folk and you have come here tae destroy hus. Ye meant…everything ye intend tae do is upon hus. So we cam here tonight tae do the same thing tae you.”–The Fisherman and his Sons

Illustrators have always prized the delicate possibilities offered by the silhouette, with work by Aubrey Beardsley and Edmond Dulac among the choicest; here are two illustrations to Cinderella by the mighty Arthur Rackham–(thanks to Noah Berlatsky for supplying them):

Below: Illustration for ‘Arabian Nights’, by contemporary artist Angel Dominguez

Today, this tradition is carried on by artists such as the witty Kara Walker:

In the press, silhouette vignettes were a useful design element in layout, for vignettes and colophons and headers; and examples can still be found in today’s New Yorker.

“Ye’re washin yir feet?” said the fisherman.

 

“Yes,” said the tramp, “I’m washin my feet. Because the day is hot.” — The Tramp and the Boots

In comics, silhouette work is generally punctual– to show a character is in the dark:

Christophe, ‘La Famille Fenouillard au Japon’, 1893 (click to enlarge)

…or as a simple way to vary panels:

Wallace Wood, ’22 Panels that always Work’: a guide for his assistants

 

 

…or as a dramatic graphic device, as widely employed by Frank Miller:

Do we need more than this to know that Superman fights Batman?

 

 

 

 

 

 

Silhouettes, which deliberately withhold visual information, work well with visually stereotyped images of the type superheroes provide. An interesting use of silhouettes was pioneered in the obscure DC comic Strange Sports Stories: they made excellently speedy transition panels:

It is a pity the sihouette is not used more, as its aesthetic is well compatible with that of cartooning; to my knowledge, the only contemporary cartoonist who regularly uses silhouettes in continuity is Stéphane Blanquet:

From Blanquet’s ‘La Vénéneuse aux deux éperons’

I would be grateful for any others the reader can point out to me.

He walked down to the beach, there she was sitting and about fifteen or sixteen seals were all gathered round her. He rushed down to the shore and caught her by the arm, he dragged her back to the house. — The Crofter’s Mistake

I love the use of negative space in the above drawing.

And remember: some day this farm will pass on tae you but promise me, as long as you own this place ye’ll never part with those breeches, or that coat or thae hose!”

“No, Daddy,” he said, “I never will.” — The Broonie’s Farewell

Duncan Williamson:

All my stories I’ve told you these past years belong to dead people– they’re all gone. And that’s why I want to tell them to you and to the world, because some day I’m not going to be around and I want people to remember and enjoy the stories that were passed down from generations of people, from the West Coast to Aberdeenshire, through Angus to Perthshire, down into Ayrshire, around the Borders, and all over– these beautiful stories that were not written down. All these stories are a matter of teaching, to show what can happen to you if you are evil and bad or good and kind. Because the travellers have met with so much badness, so much opposition and persecution along the way in their lives, even the thought of badness in their minds disturbs them. They believe that nobody in the world has any reason to be bad. They never hurt anybody. They live their own lives, do their own things and want to be left alone — like the seals.

As of October 2010, over 3000 travellers — ‘gens du voyage’ — have been deported from France…

(click to enlarge)
Extracts from The Broonie, Silkie and Fairies copyright the estate of Duncan Williamson
Illustrations for The Broonie, Silkie and Fairies copyright Alan Herriot
Alan Herriot’s Website. Duncan Williamson’s obituary from the Independent.
Two beautiful silhouette animations by Lotte Reininger:
The Little Chimney Sweep
Cinderella
They are well worth a wee peek , lassies and laddies.
Finally, the gifted young artist and cartoonist Eroyn Franklin deserves a look. Mark how she uses reverse silhouettes (I.E. white-on-black rather than black-on-white). Thanks to Sean Michael Robinson for finding her.

Monthly Stumblings # 5: Bruno Lecigne

Bruno Lecigne’s “De la confusion des languages” (on the mixing up of the languages)

My monthly stumblings are, sometimes, restumblings, really… This past weeks I restumbled at least twice: on Otto Dix’s Der Krieg (the war) and Bruno Lecigne’s “De la confusion des languages”  (Controverse – controversy -, May 1985). In “De la confusion…” Bruno Lecigne presented eight chapters about comics criticism. I will summarize them trying to avoid misrepresentation:

(I) After being a subculture designed to amuse children comics reached adult readers and achieved official recognition in France. This meant that, after being devalued in their totality, comics started to be valued also in toto. It’s the amalgam: “there’s a distortion between the genre’s reality, which is multiple, and its image, which is assembled.” This means that a comics auteur is just a comics professional. It doesn’t matter if s/he does stereotyped products for children (normalized distractions for everyday consumption) or ambitious, personal work: “there’s confusion between the “auteur” as a professional (social status) and/or as a creator (artistic status)[.]” This means that institutional prizes and grants are given both to innovative, personal, work and commercial successes without any creativity. It also means that critics value everything, without any criteria.

(II)  Comics in France started by being an infraculture rejected by the official instances. Academia either ignored or denigrated them. In the latter case academics based their attacks on three major points: comics are morally corrupt; comics are culturally harmful because they deturn from the real culture (particularly from literature); comics are aesthetic junk. Facing this rejection and suffering from a lack of legitimization the comics fans are going to organize a milieu in which a parallel legitimization is going to appear (through magazines, fanzines, conventions, collectors, specialized critics; everything in closed-circuit):  a paraculture was born (the word “subculture” could also be used, I suppose). This subculture is not completely watertight though: some intellectuals will function as ambassadors to the mainstream media and academia. They will defend comics as: 1) just another art form; 2) unpretentious and fun; 3) ultraculture (the underground).

(III) There’s no objective reality of artistic creation. Concepts like “auteur” or “producer” are historically determined. They’re part of a mentality, of an ideology. Denouncing the mixing up of the criteria means denouncing a cultural manipulation: “a morality of consumption can’t be, without deception, credited to an ideal of creation.” The social status of the artist varied through history: “archaic phase: the wizard; classical phase: the craftsperson; Romantic phase: the artist; modern phase: the creator.” These categories are sociological, not artistic. These historically determined concepts may be seen as “values” and used retrospectively (e. g.: the work of Alfred Hitchcock or Howard Hawks seen as auteur creations). “All speech about art presupposes an implied or confessed ideology which supports economical strategies within the field, new to comics, of the institutionalized culture. The brand of creation is bandied about indiscriminately by certain editorial policies [.] […] The propaganda of cultural activities, for instance, dissimulates a real practice of commercial criteria – these contradictions […] are stifled by the amalgam though.”

(IV) The reviews are the privileged place of the mixing up of the languages: two examples: an anti-intellectual review in (A Suivre) (comics are fun and intelligent means boring) and a review in L’Année de la bande dessinée 84 – 85 in which the writer (Thierry Groensteen) praises François Bourgeon as a craftsman to claim his status as an auteur afterwards. He bases his claim in nothing: “Bourgeon is an auteur because he is an auteur.”

(V) In this day and age we view creation as a detachment from commercial constraints. In the comics milieu it’s rarely the case: even Tardi (with Adéle Blanc-Sec) and Chantal Montellier (with Andy Gang) must submit themselves sometimes to the restrictions of the series. Auteurs should also be free from editorial policies, but, again, that doesn’t happen a lot. The point isn’t that commercial and editorial constraints lead to an inevitable lack of quality. “What’s questionable is a speech based on the freedom of creation which cannot be valid because it hides “industrial” constraints and imposed rules – self-imposed or not.” An autor like Tardi (or Guido Buzzelli, sez I), is in a schizoid position: his personal work coexists with his alimentary production. “[A] dynamism art/commerce is, as everywhere else, sustainable, but its ambivalence, if doctored by a speech, is a falsification.”

(VI) New approaches to art creation include the viewer as “producer of meaning” and stress art’s polysemy. As Revault d’Allones put it: “The abuse that constitutes calling  works of art productions may allow an ideological manipulation in reverse: mistaking industrial products for works of art, veiling, in this way, the nakedness of the profit under the patched vest of beauty.” […] “The problem is not to determine which doctrine of creation is the “true one,” or the more adequate to comics (where all strata coincide: production / mass consumption, innovative or avant-garde explorations, fetichization, etc.), but to dispute the mixing up of the languages, namely the absurd support that a global positive cultural image  gives to production conditions that are just commercial. The “vest of beauty” may not fit on everybody, that’s normal; but the universal acceptance of clichés may dress everybody and that is a pity, or it is indeed sinister.”

(VII) If real comics criticism doesn’t exist what passes for comics criticism in the media does have a strong presence. It privileges the adventure series for children: “escapist comics guided by the stereotypes of the heroic fantasy where the image is in the service of the anecdote, without an aesthetical surplus. Being an easily digestible product it implies a consumer’s reading: at the first degree of the narrative’s transparent content, evaluating the images by their effectiveness and their “prettiness.” These rules of the readers are also, quite often, those of the critics who are going not to distance themselves, but to reiterate these principles fixing them in a speech.” The escapist series becomes the epitome of comics greatness. “Integrating has their sensitive model the laws of the series, critics are in accordance with commercial recipes, to which they give the legitimation of the “artistic” speech and the “cultural” value judgment: here’s the language of the mixing up.” Comics critics are also archivists and hagiographers.

(VIII) After a feminist manifesto by four French comics artists (Nicole Claveloux, Florence Cestac, Chantal Montellier, Jeanne Puchol) published in the mainstream newspaper Le Monde (1985) anti intellectual attacks followed (feminists lack humor and comics are fun, as we already know!): “[the manifesto] rubbed the wrong way  a certain mantra of self-satisfaction; instead of linking filled box-offices with creative qualities, variety of style, contemporary inspiration, the Monde‘s page links it to clichés, uniformity, poor imagination or complete absence of imagination in favor of a cocktail of formulas.”

To fully understand the above we need to go back 25 years and understand its social and historical context. It’s a controversial text, almost like a manifesto, because Bruno Lecigne felt during the eighties that the revolution which started a decade earlier was being stifled by the temple sellers. In his interview with Jean-Christophe Menu (L’éprouvette # 3, January 2007) he calls the eighties “les années fric” (the dough years). On the other hand I will not underline enough the fact that this is my selection, my reading of Bruno Lecigne’s text, not the text itself, obviously.

Is the divide between art and commerce that wide? Bruno Lecigne himself says that it isn’t. He wanted to attack comics’ pseudo-critics and their blindness, not any artists (he even says that commercial and editorial constraints may lead to quality books). The problem is that citing Hitchcock and Hawks, as he does, without questioning (or not) the Cahiers du Cinéma‘s legitimacy to call auteurs to these directors (or, at least, to write briefly about the subject) undermines a bit, in my opinion, Lecigne’s points. These are painfully difficult questions and things seem (even if they aren’t) too clear cut in “De la confusion…”

That said I’m fully with Bruno Lecigne, as all of you who are still reading know perfectly well. I think that the movie industry didn’t impose as many stereotypes and  formulas to Hawks and Hitch as the comics industry does to their hired hands (as Lecigne also says: enforced from outside or self-imposed doesn’t really matter).

Did things improve during the last twenty five years? I don’t think so. Amalgamation is still being practiced and a lot more pseudo auteurs are being lauded than the real ones (as the year 2000 lists painfully proved to me; I don’t know if comics critics are viewing things differently ten years later, but I doubt it). The best though is to listen to Bruno Lecigne himself because Jean-Christophe Menu asked him just that in 2007: “There was, back then, a clear cut frontier between what was “culture” and what was not. That line doesn’t exist anymore. […] Everything that was minor or subculture […] lives perfectly well, in a general way, in a global production and consumer system of “cultural goods” and “cultural contents.” […] There’s an openness which is the one we fought for, but the other side of the coin, that we didn’t predict, is that everything is equal to everything. […] There’s a generalized softness, everything floats with its bellies up, without determination, without any definition. The great antagonisms ceased to exist. Since comics won the economical combat in France (it’s a profitable part of the book industry), it won its cultural combat as well at a moment in which it doesn’t matter anymore.”

Can you find a more pathetic irony?

Strange Windows: Draw Buildings, Build Drawings (part 3)

In the two previous parts of this essay, we surveyed the intersection of comics and architecture in a one-sided way: showing how comics draw on architecture.

But what do comics have to offer architecture in return?

In conjunction with the Archi et BD exhibition reviewed in part 1, several architects were asked about their relationship to comics.

Francis Rambert and Jean-Marc Thevenet , curators of the exhibition

David Trottin, co-founder of the Peripheriques architectural collective:

“Many are the architects who have been marked by Gotham City and all those American cities you’d see in Strange [a French superhero reprint mag] and other comics. More recently, I’ve been attracted by the strips of Charles Burns or Daniel Clowes (…) I like this vision of the city, cleaving to reality while leaving the door open to the supernatural. These authors create a sideways banality (“un banal decalé”).

The city, anyway, is never so beautiful as when it is the medium of a story.

We architects are not supposed to tell stories.

And at the same time, our role is to imagine places for living. This debate about the ‘scripting’ of life in the architect’s work is extremely interesting.”

So it would seem that comics provide a source of inspiration, but also of reflection.

As Trottin indicates, narrative is inherent to architecture yet secretive, difficult to articulate; one can, however, follow possible architectural narratives in comics. Comics can serve as a sort of test lab for the liveability of a space. It is always a challenge, in an architectural drawing, to show how human beings will occupy and inhabit a space.

But if there’s one thing comics characters do well with architecture, it’s to inhabit it– and architects are very much aware of this.

Reza Azard, from the Projectiles studio that designed the Archi & BD exhibition:

“For architects, drawing is primordial, it even represents a great part of our work. Before construction, there’s the project that must be drawn and, in order to convince, the drawing must express life, emotions, things one finds in films and in comics, which are media that place man in his context. Many architects are inspired by films and comics.”

As a parodic, playful witness to this inspiration, this tribute to Winsor McCay’s Little Nemo by cartoonist Marc-Antoine Mathieu:

(Comics certainly are also useful for presenting the architects’ work: Trottin’s Peripheriques agency produced its 2003 catalogue in the form of a comic book. The same goes for the Danish agency BIG, which has sponsored a travelling exhibit of its work– ‘Yes is More’, a parody of Mies Van der Rohe’s dictum ‘Less is More’ — jointly with a comics-formatted catalogue; see the result here)

And architects also revel in the sheer invention and vitality of comics. Here’s the cover of a manifesto by the 1960s British architectural agency Archigram:

Yes, this draws on the Pop Art and Camp vibe of the times, but I prefer to think the Archigram crew was attracted by the brashness, the childishness, the sense of play of comics — of illicit creativity.

They certainly proposed fantastical projects that could, indeed, have come straight from the comics, such as their Walking City:

Norman Foster has done more than any other architect to bring to life some of the spirit, and even the fabric, of the optimistic, technologically underpinned world celebrated in the futuristic British strip Dan Dare by cartoonist Frank Hampson.

Foster is in no doubt that Dan Dare has been a genuine influence on his work. In 1983, he even commissioned John Batchelor, a former Eagle artist, to draw the new Renault Distribution Centre in Swindon as a pullout poster for the Architectural Review, which ran a feature on Foster’s approach under the headline: The Eagle has landed. (The Eagle was the comic magazine in which the strip ran.)

“I loved the coloured, cross-sectional, technical drawings that appeared in the middle of the Eagle after Dan Dare,” says Foster.

One Dan Dare episode features Big Ben housed in a Perspex sheath, shaped exactly like Foster’s famous Swiss Re building in the City of London, the so-called ‘gherkin’ (pictured above).

Laurie Chetwood, born in 1957, is one of Britain’s leading architects. His most recent proposal is a $300m space-age sanctuary for world leaders in the Nevada desert. It looks exactly like something Dan Dare would manoeuvre his rocket around.  Says Chetwood:

Architects don’t often seem to have had childhoods. Or at least, they pretend they can’t remember them, in case they appear to be less than earnest. My cousins handed me down their Eagle annuals, and I became a Dan Dare fan. I drew loads of space rockets and strange machines.

The draftsmanship skills required of a cartoonist and those required of an architect are similar– rigor, clarity, mastery of perspective and space, a controlled line, a good sense of measure and proportion.

(These skills, however, may seem less and less relevant to young architects in this age of computer-aided design; I once had a book entitled Perspective for Architects — incidentally the most useful book on drawing I have ever owned– in which the author scolds architects for their poor draftsmanship, comparing them unfavorably with illustrators and cartoonists.)

Many cartoonists have had training in architectural or technical drawing. Dave Gibbons, of Watchman fame, trained as an engineer ( he points out that not only could he draw a window, he could also build one), as did Jacques Martin, the author of the Alix series set in ancient Rome:

Jacques Martin, Alix

The late Marshall Rogers trained as an architectural draftsman, a fact readily apparent from his city backgrounds:

Marshall Rogers and Terry Austin, Detective Comics

Some cartoonists, however, go beyond depictions of buildings and get involved in building design and decoration.

The most basic way is the painting of exterior murals. And, indeed, the city of Brussels — one of the historic capitals of comics creativity — has commissioned 32 of them to adorn its streets with the works of popular cartoonists:

Le Chat, by Phil Geluck

Cory Moussaillon, by Bob De Moor

However charming these be, for the most part the murals don’t integrate well with the buildings — merely adding an illustrative layer on the facades– sometimes to add a gag:

Gaston Lagaffe, by Franquin

Here is a complete series of photos of this delightful urban phenomenon

But one in the series does seem to dialogue with its support:

… and this doesn’t come as a surprise, for the comics artist who designed it has thought much about architecture over his three-decade- plus career’s span: François Schuiten.

A typical architectural fantasia by Schuiten

And another one

His most renowned series in that vein is Les Cités Obscures, written by Benoit Peeters.

Francois Schuiten and Benoit Peeters

These stand-alone but thematically connected works deal in an often fantastic or metaphoric mode with humanity’s relationship with the city and with buildings.

In Les murailles de Samaris (the Great Walls of Samaris) a mysterious city seems to be in a perpetual state of flux, with shifting walls and morphing buildings:


From Les Murailles de Samaris

In La Fièvre d’Urbicande (Fever in Urbicand) two cities that have always been separate are joined by a strange grid that starts out as a desktop toy and grows slowly to immense size, overlaying the cities:

La Tour (The Tower) is Schuiten’s take on the Tower of Babel legend, with a nod to Borgès, featuring a Medieval-style tower of seemingly infinite height and depth.

All in all, there are nine Cités Obscures albums so far; several are available in English from NBM.

And another urban landscape…these are addictive

It comes as no surprise that an artist of his accomplishments should be solicited to realise those architectural “dressings” known as scenographies. And, indeed, Schuiten has done several; most spectacularly, a platform on the Paris Metro’s ‘Arts et Métiers’ subway station:

Schuiten’s preliminary sketch

The finished station

You step into a dream of “steampunk”, a Jules Verne setting made real, a way station in the Cités Obscures.

In walls of copper sheathing, portholes worthy of Captain Nemo’s Nautilus display models of marvellous inventions from the Arts et Métiers museum.

In the tunnel’s ceiling, we see the ominous edges of gigantic gearwheels…for what obscure purpose?

Schuiten has also designed scenographies for the Pavilion of the Grand Duchy of Luxemburg at the Seville World’s fair, and the Pavillon des Utopies (A Planet of Visions) at the Hanover World’s Fair.

World’s Fairs? How appropriate for a designer of architectural utopias.

Schuiten comments:

“The risk in drawing utopia, is that it isn’t incarnate, it distances itself from reality, that it is complacent in its own invention and detaches itself from the roughness of reality. So, when one works on worlds, one wishes to test them> my drift into scenography allowed me this, and in exchange has modified my draftsman’s gaze. This back-and-forth between the two forms of expression creates a new awareness of what drawing can bring and what reality cannot.”

What the heck, I can’t resist… Schuiten adapts Jules Verne’s ‘Paris au XXeme Siecle’

François’ brother and erstwhile collaborator, Luc Schuiten, has abandoned comics altogether and become an architect full-time.

His projects, though, show definite comics influences in their utopian designs:

Jean-Claude Mézières, the artist on the noted science-fiction series Valérian, was commissioned by the city of Lille, France — the European Capital of Culture for 2004 — to transform a boulevard into a spaceport landing strip: ‘ Le Chemin des Etoiles’ (The Way of the Stars):

The Dutch illustrator and cartoonist Joost Swarte is also known for the strong architectural presence in his drawings; he is yet another artist with training in industrial design:

Joost Swarte


Swarte has collaborated with architects to actually design and realise buildings.

His first major project was the Toneelschuur Theater in Haarlem, in partnership with the Mecanoo agency:

Swarte:

“Architecture projects are big puzzles to be solved… An architect friend pointed out that a wall is a pen-line on paper, while it has thickness in the real world. I’d forgotten that when I had started organising the different spaces in the theater. But walls make up about 15% of a building’s area! Comics also have this advantage over architecture that you can launch a project with zero budget…”

The Swarte/Mecanoo design for the Toneelschuur Theater in Haarlem

The director of the Hergé foundation, Nick Rodwell, then asked Swarte to design the Herge Museum in Louvain-la Neuve; with Thierry Groensteen — a man possessing great experience as a comics curator — and Philippe Godin, the foremost Herge scholar, as consultants, he came up with a design for the building that was completed by architect Christian de Portzamparc.

The Musée Hergé under construction

Front approach to the museum

The main hall

 

Footbridges link the four main exhibit rooms; Pontzamparc compares them to the gutters between panels

 

Note how the spaces reserve surprises and summon the spirit of exploration and adventure of a Tintin album:

Side view; note the colors, all carefully matched to those in the Tintin albums.


Swarte:

“It’s bizarre, but when I’m working on an architecture project, I think about the comic I could make of it. And on the other hand, when I’m doing a drawing, I start drawing facades, and imagine what I can put behind them. I can’t fight it! It’s natural.”

The Musée at dusk

Christian de Portzamparc:

“The Musee Hergé is perhaps the only example of a comic transformed into architecture. At least, it has materialised in three dimensions”.

Joost Swarte also designs for other media. Here he presents his tapestries at the Stadhuis (City Hall) of Haarlem

Hob-nobbing with architects is all very well, but why shouldn’t the guys who actually build the building inspire cartoonists? Why this snobbery towards the hard-hats? Cartoons may lead to construction, but can’t construction — with your own two hands — lead to cartoons?

The cartoonist Alan Weiss spent a summer on a construction site; it got him thinking about the lack of real proletarian heroes in mainstream American comics.

Thus was born Steelgrip Starkey, a genuine blue-collar fusion of Li’l Abner, Edison, and Doc Savage: a superhero who disdains violence for the kicks of building huge wicked cool projects the world over! Check out this quirky but good-natured series from Marvel Epic.

Yes, I know — the full title sounds like a porno movie. So sue me already.

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There is a final, compromised but creative way for cartoonists to “realise” their architectural ambitions, through a third artform: the cinema.

Directors and designers have not been slow to call on the creativity of comics artists. Ron Cobb designed the ship Nostromo’s interiors for Ridley Scott’s Alien; Mike Ploog designed for films such as Tomb Raider.

Two of France’s top science-fiction comics artists were the chief designers of director Luc Besson’s The Fifth Element, and that film’s futuristic New York: Jean ‘Moebius’ Giraud and Jean-Claude Mezieres. Here are a few of Mezieres’ preliminary sketches:

And here’s Meziere’s designs come to life:

Mèzière’s city comes to cinematic life in this clip.

Enki Bilal has gone further, directing as well as designing Immortel (Ad Vitam), an adaptation of his Nicopol series of albums:

A trailer for the film.

Another option for cartoonists who wish to concretise — if only virtually — their designs is video games. Such was the path chosen by Benoit Sokal, the creator of the anthropomorphic noir series Inspecteur Canardo.

Inspecteur Canardo, the police duck, in an introspective moment

Sokal was the designer behind the games Amerzone and Syberia.

From Amerzone

From Syberia

This concludes my essay on comics and architecture; as a valediction, this advice:

Architects, draw more; cartoonists, build more.

****************************************************************************

“Concludes”? I wish! this is too vast a subject.

Where, for example, have I mentioned Alan Moore’s and Eddie Campbell’s From Hell, in which architecture is used narratively in such an innovative way?

What of the Japanese comics masters?

In other words, I can’t exhaust this subject, and follow-up columns on it will appear from time to time; as ever, your suggestions are welcome.

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This is part 3 of a 3-part series. Click here for part 2 and part 1

Gluey Tart: Scarlet

Hiro Madarame, 2010, BLU

Pretty! Pretty, pretty, pretty!

That is all.

No, of course it isn’t. You didn’t believe that, did you? Really.

There are a couple of multi-chapter stories in Scarlet, and they are – odd. I honestly don’t even know what I mean when I say a yaoi story is odd – I mean, they range from full-on crack to quasi-realistic depictions of human existence (leaning heavily toward the crack, of course). I suppose this one is an unexpected mixture of the two. Which makes it not only pretty but worth reading, as well.

The first story arc, for which the book is named, kind of messed with me. It’s about Akio, who is a nice guy, and Ryo, who is not. But it’s not simple. Ryo looks like a beautiful, aloof womanizer, but he is in fact a shy, lonely mess. Well, he is beautiful, and certainly a cheat. But mostly a lonely mess. He starts following Akio like a puppy after Akio makes the only offer of friendship Ryo receives after moving to a new school. They become lovers, by Ryo goes out with any girl who approaches him. He has epically poor judgment and impulse control. He is also largely unable to take responsibility for himself, and he’s a big crybaby as well. One is left kind of wondering why Akio, who seems like a pretty normal, together guy, keeps putting up with this shit. Except that one might possibly remember what it’s like to be young and desperately in love.

Anyway, Ryo makes love to Akio and then leaves him hanging because some girl asks him out. The pattern repeats itself over and over, and Akio is pretty much OK with it. He obviously loves Ryo, and he understands that Ryo is fucked up, and that’s how it is.

Things more or less work out, until Ryo hooks up with Tae, who is one cold bitch by anybody’s standards. And a truly disturbing plot twist ensues. It’s more than hinted at on the first page of the manga, but I’ll just say there’s a bizarre and distasteful bit of violence, and the resolution, while played as a mostly happy ending, is perhaps even more disturbing for that. Because they wind up together, and Akio is, as I said, a nice guy, and Ryo is an unstable freak.

This all sounds unpleasant, and it is. But what intrigues me is that Madarame manages to also convey the love and the tenderness in this relationship. This story contains some really moving romantic bits. Some of the panels are breathtaking – beautiful lines, deftly physical poses, and very hot sex. Her kinetic style (did I really just write that? “Her kinetic style”? Good grief.) really conveys Ryo’s frantic clinging, and Akio’s helpless love for him. (There are also a lot of hyper-deformed panels – I mean, a lot a lot – which I’m not especially into, although I’d like it less if it didn’t fit so well with all the frenetic pushing and pulling throughout the story.)

The second story, “One Night Stand,” is much less worrisome, while retaining the troubled intimacy I liked so much in “Scarlet” (the story). Nobody appears to be mentally ill, for example. I don’t rule that out the way I do, say, a young-looking boy with big eyes and short shorts, but if the character does actually seems psychotic, that is, well, grueling. So I was ready for a break. The second story is all about repressed passion. A nondescript young salaryman, Harumi, watches a not-nondescript hottie in the elevator every day, working himself up into a (very quiet-looking) fervor. When he sees said hottie, whose name is Toki, in a gay club one night, he’s built up enough steam that he can’t help going after him. Toki is there on a dare, and Harumi isn’t wearing his glasses, and as everyone who’s ever seen Superman knows, people are completely unrecognizable when they have their glasses on. So Harumi assumes he’s safe; he’ll live his fantasy for one night, or try to, and go back to stalking Toki in the elevator with no one the wiser.

Um, sure. Whatever. Toki is interested and goes to a love hotel with Harumi, and some really nicely imagined and beautifully rendered sex ensues. It is lovely, gentle, and hot.

The next day, Harumi is shocked – shocked – that Toki recognizes him. Toki stays on the elevator past his floor, waiting for everyone to get off, and then says, “Good morning, Harumi.” Such small details, but the body language conveys the swirl of emotion they’re both feeling. Harumi tells Toki he must have him confused with someone else, and Toki says, “So that’s how it is. Sorry.” No! The agony! The longing! Oh, it’s delicious. Harumi wrestles with his disappointment and his need and his shyness after that moment, but he can’t get up the courage to change things. Until he sees Toki at the bar again one night, when all the bottled-up emotions come out and he makes a scene. Tender declarations and hot sex ensue. Very satisfying. There’s a short third chapter, an epilogue told from Toki’s point of view, which is less heaving with terrified lust and more, er, straightforward. Which is obviously the wrong word. But it’s a refreshing ending to a very cute story.

There’s another short sequence at the end, about a hot player who’s slowly and gracelessly coming to terms with having fallen hard for a dork. This appeals to me for obvious reasons.

Scarlet is a beautiful book. The cover is beautiful, the color splash page is beautiful, and the art is beautiful. I really hadn’t expected to like it; this was one of my “I’m so smitten by the cover I’m going to buy it anyway, even though I’ll hate myself in the morning” purchases. Sometimes those lapses in judgment work out after all.

Strange Windows: Draw Buildings, Build Drawings (part 2)

What are the links between comics and architecture?

At first thought, not many, other than the banal facts that cartoonists draw a lot of buildings, and that a few modern buildings look like something whacky or sci-fi-like that could’ve come from a comic book.

I believe there are deeper connections.

A strip cartoonist ‘builds’ a complex structure, manipulating space to organise time and impose a narrative.

An architect does much the same thing.

Consider a museum, a cathedral, an airport terminal: there is an implicit narrative in each, with the visitor “reading” the constructed space.

These resemblances even show up in technical vocabulary.

We speak of the “construction” of a script; both a building’s floor plan and the roughs for a comics story show a “layout“.

(Speaking of floor plans, cartoonist John Romita Sr revealed that the first thing he did before blocking out a scene was to draw a floor plan, prelude to his mise-en-scène of characters; doesn’t an architect do the same with regard to a building’s users?).

The Pritzker prize-winning architect Christian de Potzamparc (who collaborated with the cartoonist Joost Swarte on the Hergé museum) said:

“When I made the lodgings of the rue des Hautes-Formes in Paris, in the ’70s, I created a dozen successive perspectives. Like a film. […] It happens that this subjective vision is also the perception of the cinema but above all of comics.”

Rue des Hautes formes: lodgings designed by Portzamparc

Let’s now hear the thoughts of François Schuiten, a cartoonist who over his career has gained renown for his architecture- centred tales:

” [Between architecture and comics] there are identifiable meeting points. For example, one of the primordial things in comics is to bring the eye into the picture, and for this, architecture is a good tool, for it allows one to guide, to orient the gaze through the play of materials and light. What equally interests me is composition. The comics page — it resembles a topography, it plays on the relation between positive and negative space.

One can therefore compare the writing and composition of a page with an architect’s preoccupations.”

Lithograph by Francois Schuiten

“There are,” Schuiten goes on, ” in my stories, practically no drawings without a human character. I don’t get so much pleasure from drawing buildings for themselves. I like them to the extent that they can help me set a scale, tell a story, nurture fields of tension.”

Another Francois Schuiten cityscape

Schuiten often characterizes the city and comics as comparable systems:

“That’s what interests me. Benoit Peeters [Schuiten’s longtime scripter] and I track that: the character caught in a system. How an environment builds us, reveals us or destroys us. What organic links the city weaves to us. Those fractal links that arise between very small and very large things. Comics and architecture are good tools for discussing that. […] Small things must reflect the dimension of the system, detail becomes synecdoche, a carrier of meaning.

For me, there too, it’s possible to establish a link, if one wishes, between architecture and comics. Comics are the art of the sign, and through the staging of a building’s details, a lot can be expressed.”

(quoted from an interview with Stephane Beaujean; tr. from the French by A.B.)

Cover by Schuiten

Schuiten is articulate about architecture and comics for good reason; that has been his theme for over three decades. We shall return in detail to him in a later installment.

Architecture and architects are not that uncommon a theme in comics.

1983 saw the debut of Dean Motter’s comic book Mr X: the eponymous hero being the architect of a utopian metropolis, Radiant City, gone wrong; besides Motter, notable artists to draw it include Jaime Hernandez, Paul Rivoche, and Seth.

Mr X by Paul Rivoche

This dystopian approach didn’t prevent the artists from reveling in retro-futurist stylings; indeed, that seems to have been largely the raison d’être of the comic, whose real hero was the city itself.

Mr X art by Jaime Hernandez

In Hermann Huppen‘s Babette, we follow in great detail the building of a medieval cathedral:

click to enlarge

Jean-Marc Thévenet (script) and Frederic Rebena (art) have crafted a comics biography of Le Corbusier, the great Swiss architect:

The album delves seriously into the process of creating architecture, and avoids hagiography:

Andreas appropriates the buildings of Frank Lloyd Wright for his 1995 Le Triangle Rouge, a strangely oneiric multi-layered tale not unlike this year’s film Inception; Wright’s buildings seem the only sure anchor for the reader’s understanding.

The architect as savior from chaos?

2009 saw David Mazzuchelli‘s Asterios Polyp, the story of a “paper architect”– one who never actually builds anything– who has lost his way in art as in life:

(Asterios Polyp was extensively discussed in a roundtable on this blog)

But for a devastating critique of architecture, of urbanism, and indeed of modern civilisation– nothing surpasses Robert Crumb‘s brief, wordless, building-haunted masterpiece, A Short History of America:

I find most admirable in Crumb, here and elsewhere, his unflinching observation of the ugly, the banal, the quotidian of the city that we erase unconsciously from our perception.

There is a telling scene in Terry Zwigoff’s documentary film Crumb where the artist shows an album of photos he’d commissioned, showing freeway intersections, clusters of lampposts, concrete islands… all the most boring and brutalist “invisible” patches of our urban environment. Crumb pointed out that there was no reference accessible for these despised spaces, so he had to have them documented himself.

This is a true artist: one who sees what we don’t want to see, and opens our eyes to it.

Sofia, Bulgaria, 1966, by R.Crumb

Crumb was far from the only artist from the ’60s–’70s underground comics movement to show an interest in architecture. Bill Griffith, in his Griffith Observatory and Zippy strips evinced a fascination with the bizarre and often garish building vernacular that characterises so much of America’s urban landscape — showing affection for the trashy and banal:

Griffith organised a campaign to have the ‘doggie head” sign that so inspires Zippy be landmarked…and lo! It was. Click image to enlarge.

 

 

Architecture, then, can be the subject of a strip or cartoon…but obviously,the great majority of comics do not deal directly with architecture.

How, then, do comics and architecture interface? How do comics use architecture?

The prime use is functional. Architecture and landscape are the setting wherein the cartoonist will stage the actions of his characters.

Many cartoonists will keep the architectural features spare, to the point of minimalism; this stems from a valid aesthetic that heightens the narrative in contrast to its context. ( Others will do so out of laziness or hackery).

Look at the buildings in these panels from Ernie Bushmiller’s Nancy:

They are reduced to their barest essence: just enough to convey the idea of “building”.

Consider the economy shown in this depiction of a shopping mall in Archie:

 

Click to enlarge

Just enough graphic information conveyed, and no more, to advance the story.

This aesthetic became a house style at Fawcett Comics’ Captain Marvel in the ’40s, as defined by C.C. Beck and encoded by the Jack Binder sweatshop; this page was drawn by Kurt Schaffenberger:

 

click to enlarge

In Europe, too, this stripped-down approach had many adherents. The ‘ligne claire’ (‘clear line) school of Belgium is famous for the detailed backgrounds of Hergé, E.P.Jacobs, or Jacques Martin; but it also featured more humdrum strips such as Chick Bill, by Gilbert “Tibet” Gascard that kept the architecture fairly spare and functional, though accurate:

 

click to enlarge

Beyond the purely functional, architecture in comics is illustrative. It complements and augments the story; it creates an ambience; it reinforces a fiction’s believability.

This is key for comics of historical fiction.

 

Renaissance Paris; fromLes sept Vies de l’Epervier‘, drawn by Juillard.

 

 

 

 

 

 

 

Prince Valiant, by Hal Foster. .

 

The above strip is a curious case; it combines scrupulous accuracy in depiction with heedless anachronism in setting. For example, the above drawing shows a typical 12th century castle and contemporary knight; but the action is supposed to take place in the 4th century!

 

Architecture is a capital component of science-fiction and fantasy comics, essential for establishing credibility.

Jean ‘Moebius’ Giraud: The Long Tomorrow

The veteran fantasy artist Mike Kaluta notes that the believability of drawn architecture depends on the artist being able to visualise the invisible parts of a building– its hallways, pipes, rooms– even if none of them are shown the reader.

Carson of Venus; art by Mike Kaluta

Sometimes past and future collide, as in Gene Ha’s richly imagined The Forty-Niners:

…where early 20th century architecture is augmented by futuristic buildings; a design approach reminiscent of that of Syd Mead on the seminal science-fiction film Blade Runner.

But Mead was anticipated in this by Enki Bilal, who perfected the “mash-up” of futuristic, contemporary, and past architecture:

Besides the historical past or the fantasised future, of course, architecture establishes the verisimilitude of the present. Certain cartoonists have so excelled at this that they have become indelibly associated with a particular city.

Jacques Tardi is the cartoonist laureate of Paris:

Jacques Tardi, ‘Nestor Burma’: Paris in the 1940’s

Jacques Tardi, ‘La Position du Tireur Couché’: Paris in the 1970’s

London arguably belongs to Carl Giles:

For New York, my choice would be Will Eisner.

I was born in New York and lived there for the first 14 years of my life. I can attest that Eisner’s rendition of the crusty, crumbly, fire escape-festooned tenements and elegant stooped brownstone townhouses of the Big Apple are the real deal.

New York view, by Will Eisner

Eisner’s yenta mom substitute bawling out the Eisner stand-in (en Français in this translation). From ‘A Contract with God’.

The cartoonist Chris Brunner notes about the above image:

“Worth mentioning is the way architecture can be used as a graphic device to create panels within panels. A couple of the images here touch on this (…) the Eisner fire escape shot- the man part of the outdoor environment, the woman framed by the window in a way that suggests its own panel.”

Mark also how New Yorkers appropriate the fire escape as a mixed private/public space.

Eisner again, in French again.. a lucid look at the impermanence of New York edifices. From ‘The Building‘.

There is, of course, a quicker and lazier way to identify a city: landmarks, such as the Statue of Liberty:

The Gift, by Alfredo Alcala

…or the Empire State Building:

A mean ol’ monster emerging from the Empire State Building, as sketched on the spot by Herb Trimpe (The Incredible Hulk), inked by Sal Buscema
… or the Eiffel Tower:

Star Trek, art by Alberto Giolitti & Giovanni Ticci

(This use of famed monuments has been thoroughly sent up by Scott McCloud in his Destroy!, where two rampaging superheroes demolish every famous landmark in New York:)

I call this use of architecture in narrative emblematic.

These landmarks can fulfil a metonymic function:

From Doonesbury, by Gary Trudeau.

The manor of Moulinsart (Tintin) by Hergé. Click image to enlarge.

The Batcave (Batman).


 

Snoopy’s Doghouse, from Peanuts (art by Carl Shulz)

 

The Daily Planet building (Superman) as rendered by Paul Rivoche.
Click image to enlarge.

The bard’s house (Astérix) by Uderzo

The Baxter Building (Fantastic Four) by Jack Kirby

(Compare with the Batcave: a staple of the ’60s superhero comic, the cutaway view of the hero/villain’s headquarters is but a memory now. You kids today…I just don’t know…)

The Money Bin (Uncle Scrooge) by Carl Barks

Pop’s Chocolate Shoppe (Archie).

The above location also functions as what T.V. sitcom writers call a “crossover set” — a place where any of the characters can meet, and any plotlines intersect.

The Marsupilami’s nest (Spirou), by André Franquin

Superman’s Fortress of Solitude; art by Ross Andru and Dick Giordano

These recurring landmarks serve as touchstones for the regular reader, offering the reassurance of familiarity; much for the same reason that Donald Duck always wears a sailor suit, or that Superman wears tights, a cape, and his underpants on the outside.

Sometimes architecture is used to signal a genre.

Arcane’s castle (Swamp Thing) by Berni Wrightson
Big spooky castle = horror comic

Nick Fury, agent of S.H.I.E.L.D. by Jim Steranko

Gratuitously futuristic décor = cool spy thriller.

The next function of architecture in comics I call expressive. The cartoonist uses architecture and landscape to evoke specific emotions in the reader.

See the expressionistically twisted yet realistic world of Alack Sinner, by Muñoz and Sampayo:

The harsh streetscape mirrors the sense of doom and injustice that pervades this noir series.

Less baneful, but as subjectively gritty and urban: Will Eisner’sThe Spirit :

Even the buildings are bent to the story– to the very logo:

Or consider Jack Kirby’s stunning imaginary cityscapes, such as Asgard:

click  image to enlarge

…or his Great Refuge:

…or his New Genesis:

Now, note that many, if not most, of the buildings in the above Kirby panels have no discernable function. Or, rather, their function is emotional– to instill awe.

It’s far different emotions that are invoked by the quotidian landscapes of Jiro Taniguchi: peace, melancholy, mixed with a quiet joy.

The last use of architecture in comics celebrates the quiddity of the artist’s vision; for want of a better term, I call this use poetic.

How else to describe the quirky lunacy of George Herriman‘s ever-shifting buildings:

click image to enlarge…or the baroque hallucinations that Jim Woodring conjures up for dwellings?

Five categories, quite subjectively and idiosyncratically arrived at: functional, illustrative, emblematic, emotive,poetic. Of course, most comics architecture features more than one of these aspects, often all of them.

And this is nowhere truer than in Trondheim and Sfar’s Le Donjon series, where the titular dungeon, a seemingly infinite Gormenghastian source of terror and desire, dominates the actions of every inhabitant of its world.

It’s also obvious, merely from all the examples shown above, that architecture in comics can’t be considered in isolation: it relates to design, to landscape, to scenography, to narrative.

In this installment, we surveyed what architecture brings to comics.

But do comics have anything to bring to architecture?
We’ll examine that puzzle in part 3.

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This is part 2 of a three-part series. Click here for part 1 and part 3.

Here’s a link to a great recent post on notable comics places.
If you wish to see the work of one of last century’s true masters, this site collects a stunningly huge, searchable database of Giles cartoons. The “random cartoon” function is addictive!

DWYCK: Ishoku

The opening page of "Screw-Style"

This is a slightly edited and translated version of a piece on the great mangaka Yoshiharu Tsuge that I wrote for the Danish comics magazine Strip! and my website Rackham back in 2004. Considering his importance to Japanese comics, Tsuge remains sadly underrepresented in translation. Plus his name has come up in discussions here at HU several times, so I figured an introduction to his work would be an interesting addition to the mix here.

A boy emerges from the sea in the shadow of a C-47. He presses his right arm against his side where a deadly jellyfish has torn apart one of his veins. Whenever he releases the pressure, blood trickles to the cold ground, which he treads like a sleepwalker, searching for a doctor to help him. He passes a forest of shirts, is trampled by the silhouettes of a marching band, wanders along railway tracks bordered by empty signs. A rusty locomotive runs backward, steered by a boy wearing a cat’s mask. The protagonist hears the faint tingle of a chime in the wind, reminding him of summer. With an old lady who may be his mother, he eats phallic sticks of kintaro candy topped by small, disgruntled faces.

In a bombed-out bunker, he finds a female gynecologist dressed in a kimono and sporting a head mirror. She speaks in white as empty as the signs along the tracks and they play doctor against the backdrop of a Midway-like naval battle. A wrench, seen earlier in the hands of a suit who “almost knew what he meant”, suddenly reappears in the hands of the woman who uses it to fit his torn vein with a safety valve. Thus saved, he sails away in a motorboat with the parting words “And so, whenever I tighten the screw, my arm grows numb.”

This happens in Yoshiharu Tsuge’s most famous manga, the 22-page ”Nejishiki” (”Screw-Style”) from 1968. Like most of his comics, it was published in the legendary alternative comics magazine Garo. It is regarded as a central work in Japanese comics history and its creator has gone from cult-figure to eccentric celebrity in Japan. Born in 1937, he retired from cartooning in 1987, leaving behind a modest but highly significant body of work: around 150 short stories produced over three decades or so.

These are comics of such strange originality that he is often given the sobriquet “ishoku” (‘unique’); it has contributed crucially to the understanding in Japan of comics as a personal and artistic means of expression. Only a few of his comics have been translated into Western languages, but the ones available still enable us to assess the contours of an oeuvre that one might imprecisely but poignantly compare to that of Robert Crumb in America.

“Screw-Style” reportedly records a nightmare Tsuge had one day while sleeping on his tenement rooftop. Characteristically for his generation of cartoonists, perhaps most notably his one-time teacher Shigeru Mizuki (b. 1922), he integrates cartoon characters, whose appearance often changes from panel to panel, into backgrounds that vary from the loosely defined to the carefully rendered, often photo-referenced. The story is a surreal tour de force, strong in its critique of civilization and deeply pessimistic, with the central metaphor being a open wound exposed to a denaturalized, filthy industrial environment darkened by ash clouds and haunted by the shadow of war. It exemplifies Tsuge’s preoccupation with the pollution of the soul, shown through bodily metaphor: the protagonist’s only salvation lies in fusion with a metallic object—the safety valve that numbs his arm.

From "Screw-Style"

Making his debut as a cartoonist in 1954, Tsuge spent the next couple of decades producing genre comics for the large rental comics market, which in the postwar decades functioned as a different and very substantial alternative to the Tokyo-based mainstream publishers who would eventually eliminate it and evolve into the manga industry we know today. From the beginning, his comics operated within the more realistic tradition nurtured in the rental market. These comics were dubbed gekiga by Yoshihiru Tatsumi (b. 1935), which translates roughly into ‘dramatic pictures’, marking a contrast with the ‘whimsical pictures’ of manga as published by the commercial industry and shaped significantly by its great creative dynamo, the “God of Manga” Osamu Tezuka (1926-1989).

“Screw-Style” however marked a shift towards the allegorical and the surreal. This has led to a frequent distinction between his “surreal” and “realistic” modes, both of which he continued practicing. But this seems an artificial categorization: his mature (1960s onward) work invariably hews closely to lived life, but simultaneously imbues it with allegory or poetry. His unique blend of these different levels of representation is central to his fame as the originator of so-called watakushi manga, or ”I-comics”—the manga version of literature’s shishôsetsu, the ’I-novel’. It is related to what we understand as ’autobiography’, but considerably broader in scope.

In the sense that it derives quite significantly from its author’s internal life to create a deeply-felt critique of his Japan, ”Screw-Style” is bona fide watakushi manga. In fact, Tsuge’s life and work generally seem so interconnected that his comics, as well as his illustrated travel diaries and other published writings, provide an access point for the public to a more or less consciously constructed mythological narrative of his life. Its foundation is his Tokyo childhood during the war and its aftermath, and in contrast to the post-war optimism of much of his generation, engendered as it was by the country’s reconstruction and modernization, he is strongly pessimistic, at times borderline nihilistic.

From "Screw-Style"

In comics one might compare his contemporary Keiji Nakazawa (b. 1939), who as a child experienced firsthand the bombing of Hiroshima and its consequences and told his story in his masterpiece Hadashi no Gen (Barefoot Gen; original serialization 1973-1974—later continued). Though strongly indignant, Gen is a deeply humanistic work. Tsuge, on the other hand, eschews this optimisim and instead charts the equally pervasive meaninglessness and alienation of post-war Japan, as well as the subsequent boom decades of the urbanized, high-tech 60s and 70s.

The Tsuge myth also includes the story of an absentee father and of a rebellious youth spent in abject poverty and haunted by bouts of depression. Dreams of escape pervade it: when he was 14, he was arrested by the coast guard for stowing away on a ship bound for America; when he was 20, he attempted suicide after a failed romantic relationship.

His 24-page story from 1973, ”Oba denki mekki Kôgyôsho” (“Oba’s Electroplate Factory”) is directly based on his brother’s experiences working at a factory as a child, having left school after the primary years. We witness the appalling work conditions and the inevitable cadmium poisoning suffered by the workers. One older worker literally excretes his life through a hole in floor of his shed while his children look on.


In contrast to the people around him, the young protagonist—who is portrayed with a mixture of sarcasm and genuine affection—is characterized by indomitable optimism. This despite the severe burns he suffers one day from acid used at the factory to sharpen shrapnel for American bombs. Even his eventual abandonment at the hands of the female supervisor, when she finally leaves the factory along with its only other surviving worker, does not faze him.

Among Tsuge’s most finely realized self-portraits in comics is the 200-page graphic novel Munô no Hito (’The Man Without Qualities’, with a possible nod to Robert Musil?). It was serialized in the magazine Comic Baku from 1984-1985 in 6 separate episodes and narrates the life of a man incapable of providing for his family. He dreams of making things work, and his dreams as rendered on the paper are beautiful, but reality ruthlessly confounds him. He simply cannot succeed. He is unable to take responsibility and continually rejects his only real source of income, comics, as a possibility. Instead he attempts unsuccessfully to make his way as a dealer, initially of second-hand cameras, then of rocks found along the banks of the nearby river. This “business” encapsulates the hopelessness of his industry and is—as his increasingly dejected wife never hesitates to tell him—emblematic of his life as a whole.

Tsuge renders this life in fragments, chapter by chapter. Each episode is self-contained, but when read together they form a beautifully structured narrative. The presentation, whether between chapters or within them, is not linear and a clear chronology never emerges. It opens at the nadir of the story, a moment of almost total hopelessness. The man and his wife are utterly estranged—Tsuge never show us her face, and in a heartbreaking scene she passes him on the street as if he were a stranger. The night closes in, the shrieks of the crows sound to him like “Looooser! Looooser!”, and he is drawn to leap into oblivion. His only lifeline is his young son, who every night comes down to his rockseller’s stall on the riverbank and takes him home before dark.

In later chapters we return to earlier times and come better to understand the disintegration of the small family. We meet them in happier times, when moments of warmth, tenderness and fun still occurred, despite the boy already exhibiting disturbing signs of neurotic behavior. We see the wife’s face, but already sense that her esteem for her husband is on the wane. Awareness of where it is all going make these passages painful reading.

Tsuge here renders the curse of poverty as intensely as in his earlier stories, but he is less emphatic in his social critique. The central tragedy is internal, self-inflicted—the story is a subtle, grinding portrayal of depression as both a mental state and a physical condition. It never delivers a conclusive diagnosis, being more self-contemplation than self-criticism. It describes a person in crisis by means of stark realism joined to flights of dreamy allegory, and typically for Tsuge, its poetic tenor is borne of equal parts irreverence and empathy. A fairly long, rather flowery exegesis on Buddhist notions of equilibrium and salvation between the protagonist and an acquaintance is rudely interrupted by a drawn-out fart from the latter’s sleeping wife.


And finally, parable of an alcoholic, flea-ridden mendicant who breathes his last breath reciting an enigmatic poem, his body covered in his own dried-up excrement, becomes the metaphorical shot in the dark that lifts the story from where it started, letting it transcend precariously its own circularity.

Tsuge’s work is animated by this combination of prosaic entropy and contemplative longing. His pessimism is tempered by fleeting moments of possible beauty. Sometimes the feeling is one of nostalgia, as if borne by a sense of loss, but ultimately his position seems to be that beauty, though acutely present, is unfathomable.

A particularly fine evocation of this is the 15-page 1967 story ”Akai hana” (”Red Flowers”). The protagonist is a young girl who has dropped out of school to manage her family’s tea house in a beautifully lush corner of the land, visited only by a lucky few. A man from the big city—apparently a wistful stand-in for Tsuge himself—is there to fish and comes to observe the unfolding relationship between the girl and a little boy two years her junior. He teases her because of her emerging pubic hair and voyeuristically observes her first menstruation. She lets the blood run into the river where it appears to transform into beautiful, red flowers before it disappears into a maelstrom.

With its vibrant depiction of the surrounding environment, its nostalgic but ultimately optimistic tone, and its loving portrayal of its characters, “Red Flowers” seems a distillation of the beauty present in all of Tsuge’s work, even the bleakest. As always, sex is an incontrovertible presence; as in “Screw-Style”, it is the catalyst that resolves the story. In contrast to that dark masterpiece, however, it is here the heart of a poetic celebration of change as a human condition. Tsuge drew these two stories within a year of each other and they combine to reveal the promise of his art.


Tsuge in translation

”Red Flowers” (”Akai hana”, 1967), in Raw vol. 1 #7. New York: Raw Books, 1985.

”Oba’s Electroplate Factory” (”Oba denki mekki Kôgyôsho”, 1973), in Raw vol. 2 #2. New York: Penguin Books, 1990.

”Screw-Style” (”Nejishiki”, 1968), in The Comics Journal #250. Seattle: Fantagraphics, 2003.

L’Homme sans talent (Munô no Hito, 1984-85). Angoulême: Ego comme X, 2004.

Links

List of works (Japanese language)

Great 1987 interview with Tsuge (French language)

Béatrice Marechal on Tsuge from The Comics Journal 2005 Special Edition.

Domingos on Tsuge and “Nejishiki”.

Gilles Laborderie on Munô no Hito for Indy Magazine.

Images from Tsuge’s early comics.
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Update by Noah: Ng Suat Tong just posted another lengthy essay on Tsuge.

Strange Windows: Draw Buildings, Build Drawings (part 1)

 

Art by Nicolas de Crecy

Until January 2 2011, the official French museum of architecture — La Cité de l’Architecture et du Patrimoine — is hosting an exhibition on comics and architecture, Archi et BD: La Ville Dessinée in the Palais de Chaillot, Paris.

The museum,  in the red square, as seen from the Eiffel Tower

The exhibition, curated by comics scholar Jean-Marc Thévenet and architect Francis Rambert, showcases over 360 items in a witty scenography by the Projectiles agency that evokes the nature of a comic strip– the visitor being its hero. The works are hung on rippling walls of translucid, backlit PVC.

I found this not altogether satisfactory, as the backlighting of original art tended to render it also translucent, hindering its readability.

Floorplan for the exhibition (click to enlarge)


The exhibition kicks off with Il était une fois Winsor McCay (Once upon a time, there was Winsor McCay). McCay (1869 – 1934) and his marvelous work, from the turn of the last century, is a fitting chronological start; few cartoonists indeed have matched his astounding architectural inventiveness:

Winsor McCay et ses héritiers (Winsor McCay and his heirs) highlights the work of such contemporaries of McCay as George McManus and Frederick Opper, all pioneers of the comic strip– which had very strong urban overtones from the start. No wonder: the explosive growth of the great American cities coincided with the appearance of the comic strip in a mass circulation urban press.

From McManus’ “Bringing Up Father”

New York, première icone (New York, the first icon) is the next subsection, and the array of depictions of the Jewel of the Hudson is dazzling.

Broadway’s lights, from the strip ‘Mary Perkins: On Stage’, by Leonard Starr

New York street scene by R.Crumb

Aside from the American cartoonists, it was a surprise to see how much New York had inspired European ones.

From Hermann’s “Bernard Prince à New York”

 

From “Bernard Prince à New-York”

From “Blacksad”, by Juanjo Guardino

Art by Janry. Note the racism of the caricatures– the interior is even worse!

 

Les Superhéros des mégapoles américaines (The superheroes of the American megalopolises) continues the theme, with art by Jack Kirby, Gene Colan and Will Eisner, among others.

`Daredevil`, by Gene Colan

The notes point out to the European visitor how varied and dramatic the p.o.v. shots are in superhero comics, the better to inject melodrama into the story — something, as an American, I was so used to that it took a European to underline how unusual this was in the broader context of world comics.

This sub-section is marred by the looped projection of a 1940s Fleischer Superman cartoon; its theme music blares continually down the gallery.

The next major section, L’esprit moderne (The modern spirit), starts out with l’Exposition Universelle de 1958 et l’Ecole belge (The 1958 World’s Fair and the Belgian School). The aforesaid World’s Fair took place in Brussels, and coincided with a post-war generation of young Belgian cartoonists such as André Franquin and Will: both showcased the new, futuristic modernism, as expressed in gadgets, vehicles– and buildings.

From ‘Tif et Tondu’, by Will

This style has since come to be called the ‘style Atome’, lovingly re-created by younger cartoonists such as the late Yves Chaland:

La Ligne Claire (The Clear Line) showcases major exponents of the eponymous school of comics drawing, with examples from heavyweights like Hergé (Tintin), but also such modern practitioners as Ted Benoit and Theo Van den Boogaard; it’s a style that, as architect Christian de Pontzamparc points out, is ideal for depicting buildings– and is partly inspired by architect and engineers’ concept drawings:

Van den Boogaard: “Léon la Terreur”

I confess that my affection for the ‘ligne claire’ comics is tempered by a distaste for their excessive cleanliness– like a Swiss housewife’s–, their blueprint-like precision, in a word their coldness: frigidity is one of the most insidious and damning sins of art. After the neat streets of Hergé one may long for the scuzzy Harlem of R.Crumb‘s sketches. This coldness, of course, is entirely appropriate for the sardonic irony of a Swarte, or the retro stylings of a Benoit.

Pontzamparc joined the most celebrated contemporary practitioner of the Clear Line style, the Dutch cartoonist and illustrator Joost Swarte, to design the Hergé Museum (which is represented at the exhibition by a model).

The Musée Hergé

Theater designed by by Joost Swarte

The third section is Itinerances de la bande dessinee (Wanderings of the comic strip). This heading is a bit of a catchall, covering the notion of travel both literally (as in Joe Sacco‘s trips to Palestine, or Loustal‘s Carnets de Voyage) and figuratively (Chris Ware‘s psychological explorations).

Village from Loustal’s `Carnets de Voyage`

Here, too, is a genuine weak spot of the exhibition– the relative paucity of strips from Japan, despite the claim that Tokyo is the new capital of comics.

Jiro Taniguchi‘s lovely Walker is presented, though:

I was charmed to discover examples of modern Chinese comics, such as those of Zou Jian-Le chronicling the transformation of Beijing:

This is also the section for Utopies (Utopias), the wild urban landscapes of fantasy and science fiction, such as those of Jack Kirby or of Jean-Claude Mézières:

New York in the future, by Meziere

New York in the 23d century, by Mézières

Another Mézières city view

A stunning space city by Mézières…if I show so much of this artist, it`s probably because he was once my cartooning teacher!

A futuristic city by Jean ‘Moebius’ Giraud

This is also the domain of the future catastrophe, allowing strange visual depictions of current cityscapes, as in Nicolas de Crecy’s Période Glaciaire:

or in Jack Kirby‘s Kamandi:

Or consider the nightmare urban fantasias of Schuiten, as in his La Fièvre d’Urbicande:

Here, too, are exhibited some of the more “sci-fi-ish” projects of architects; always fascinating to see, though I am unconvinced of any links to comics:

Project by Yona Friedman, 1962

Undersea habitat project, Jacques Rougerie, 1973

Deepwater undersea lab by Rougerie, 1974

The final section, Regards Croisés (Crossed Viewpoints), is basically a mishmash of installations of various sorts and the nowadays-obligatory bank of computers for a set of boring interactive exercises.

Overall, a stunning experience. Here is surfeit for lovers of comics as well as of architecture; and matter for thought on the interaction of the two artforms, which we’ll explore in part 2.

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This is part 1 of a 3-part series. Click here for part 2 and part 3

Until January 2 2011, at the Cité de l’Architecture et du Patrimoine (1 place du Trocadero, Paris). Tickets: 8 euros — a steal. The museum is also well worth visiting for its stunning permanent collections, particularly its many architectural models.
PDF of the press release (French and English)
The museum’s website