Indie Comics vs. Context — Death Match

Heidi over at the Beat had a post at the end of last week in which she argued that indie comics are rarely examined in cultural context.

And yet, it does seem that indie comics and cartoonists are rarely examined in a larger contextual way. This is possibly because the content involves a lot of what some call introspection, and others emo shoegazing—even the greatest one—and maybe because this kind of analysis if of a secondary interest of most of those creating and consuming indie comics? And to be fair, a lot of indie comics are created by an ethnically homogenous groups of suburban white kids. When they stray too far away from writing what they know, as Craig Thompson did with Habibi, the results aren’t awesome. Even a work as great as Building Stories is a personal story—on a most simplistic level, it’s telling us that it’s better to have a happy marriage than lie in bed every night wondering if you should kill yourself.

I disagree with the vast majority of what Heidi says in that post…but I don’t know that a fisking would really be that productive. So, instead, I thought it might be fun to take her post as a challenge, and try to do a roundtable on indie comics in social context.

What “social context” means is a little unclear; Heidi seems to be particularly focused on issues of racism, sexism, and gender, since she’s responding specifically to the recent discussion of Jason Karns work (Heidi has all the links on her post.) I’d certainly be interested in hearing folks talk about those issues in relation to indie cartoonists, but I’d think other approaches would be useful as well. For instance, looking at comics in terms of their relationship to visual art traditions, or to literary traditions, or, for that matter, to comics traditions, seems like it would qualify. Talking about comics in relation to historical events could work too. I’m sure folks could think of other possibilities.

The term “indie comics” also seems like it’s somewhat up for grabs. We’re trying to avoid mainstream superhero titles, obviously, and genre works (manga or otherwise) seem like they should be out too. Heidi expressed interest in focusing on more recent cartoonists (i.e., not Crumb, Clowes, etc. etc.), though again that’s maybe more something to think about than a hard and fast rule.

So…anybody in? I think I’d aim for early October or thereabouts. If you’re interested, let me know in comments, and maybe mention who you might write about if you have an inkling, since I think that would be a nice way to spark discussion and generate ideas.
 

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Anya Davidson’s School Spirits, which Heidi talks about at her post.
 

Prehistory of the Superhero (Part 3): Verne, Villains, Vril

“Professor,” the commander replied swiftly, “I’m not what you term a civilized man! I’ve severed all ties with society, for reasons that I alone have the right to appreciate. Therefore I obey none of its regulations, and I insist that you never invoke them in front of me!” — Jules Verne, Twenty Thousand Leagues under the Sea

When it’s steam engine time, people steam engine. — Charles Fort

The Engineer as Superman

The nascent genre of science fiction found a hospitable place in the nineteenth century serial novel. Every day seemed to bring a new crop of technological wonders: the telegraph and telephone, photography, steam trains and steamships, electric generation and illumination, anaesthesia, vaccination, the internal combustion engine… The reading public was entranced by these tokens of progress, and was eager to see the new age fictionalised.

One author above all embodied this new scientific sense of wonder: the French novelist Jules Verne (1828–1905). His series Les Voyages Extraordinairescertainly lived up to its title, taking the reader Around the world in Eighty Days,Off on a Comet, From the Earth to the Moon, on a Journey to the Centre of the Earth, and Twenty Thousand Leagues Under the Sea. Verne remains as of 2012 the second most-translated fiction author in the world, after Agatha Christie.Verne is of interest to us, in this prehistory of the superhero, for two reasons.

First as the populariser of technological marvels, much imitated; a direct descent can be argued from Verne’s adventure tales, through dime-novel Edisonades and science-fiction pulps, to the first superhero comics. And, indeed, we’ll trace that descent in more detail in subsequent installments.

Second, as one more  writer who helped shape the popular figure of the superman. Captain Nemo is the villain/hero of Twenty Thousand Leagues under the Sea (1870). He is the master of the Nautilus, a mighty submarine that defies the earthbound nations of the world and their navies, sinking warships at will:

“On the surface, they can still exercise their iniquitous laws, fight, devour each other, and indulge in all their earthly horrors. But thirty feet below the (sea’s) surface, their power ceases, their influence fades, and their dominion vanishes. Ah, monsieur, to live in the bosom of the sea! …. There I recognize no master! There I am free!”

This anarchist has, in effect, declared war on the entire world, reserving particular hatred for the British Empire. The reason for this is not given in Leagues, but in a subsequent sequel of sorts, The Mysterious Island (1874) we learn that Nemo is the Indian prince Dakkar of Bundelkund, whose family was wiped out by the British during the Great Mutiny. But the earlier book disdains such explicit explanation: Nemo strikes us as a superman sui generis, master of men and challenger of the elements.

 

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Nemo and crew fighting a giant squid

 

(Is there an indirect link between Captain Nemo and the aquatic superhero/villain Namor, the Sub-Mariner, who first appears in a 1939 comic book? Both are princes who rule the seas from under the waves, both wage war against the hated ‘surface men’ and sink their ships at will.  Creator -cartoonist Bill Everett (1917–1973) claimed his inspiration was Coleridge’The Rime of the Ancient Mariner, and that he arrived at the name ‘Namor’ by spelling ‘Roman’ backwards. But surely there’s an echo of ‘Nemo’ in ‘Namor’, even if an unconscious one?)

A 1976 version of the squid fight; art by Gil Kane and Ralph Reese

Yet another of Verne’s scientific supermen was Robur, who ruled the air as Nemo ruled the sea, from his propellor-powered airship Albatross in the 1886 Robur the Conqueror.

Robur’s Albatross (left) defeating the balloon Go Ahead in a race; art by Leo Benett

 

Robur had turned decidedly villainous, with dreams of world domination, by the time of the sequel The Master of the World (1904); his successor to the Albatross is the even deadlier Terror, which can navigate the air, the land, or below the sea:

 

The Terror (L’epouvante)

 

This is the trope of the Ultimate Weapon, again familiar to superhero comics, generally in the hand of the villain. It is possible Verne was influenced by a derivative work to transform Robur from aeronautic pioneer to would-be world conqueror. This was Edward Douglas Fawcett‘s Hartmann the Anarchist, or the Doom of the Great City (1893), in which a Robur-like evildoer rains death and destruction down on a helpless London from his airship:

illustration for Hartmann the Anarchist.

With eyes riveted now to the massacre, I saw frantic women trodden down by men; huge clearings made by the shells and instantly filled up; house-fronts crushing horses and vehicles as they fell; fires bursting out on all sides, to devour what they listed, and terrified police struggling wildly and helplessly in the heart of the press.

A chilling premonition of the WWII blitz! It is well to remember that the end of the 19th century viewed anarchists with particular dread, and with good reason, much as we today fear terrorists.

Verne’s influence was enormous, inspiring a sub-genre of popular literature that the science-fiction critic John Clute has dubbed ‘Edisonade’, after  Thomas Alva Edison (1847-1931), the famed inventor of the phonograph, light bulb, motion picture, microphone, and hundreds of other marvellous devices. (Edison himself occasionally turned up in science fiction; he builds a gynoid robot in L’Eve Future, he battles extra-terrestrials in Edison’s Conquest of Mars.)  Edison is the real-life avatar of the mad scientist’s benevolent equivalent in fiction, whose epigones continue in modern superhero tales:  Reed Richards of The Fantastic Four, for instance.

The Steam Man of the Prairies

 

Typical of the genre is Edward Ellis‘ The Huge Hunter, or the Steam Man of the Prairies (1868), in which the eponymous automaton (pictured above) drags around a crew of intrepid young adventurers to fight Indians and bandits in the old West. The series was hugely popular, and duly plagiarised. We can observe that the Steam Man’s descendants today number such superheroes as Robotman, Steel, Machine Man, Iron Man, or War Machine.

Let’s take note of other European contributions to 19th century popular culture that have echoed down to the present, contributing to the crowded attic of superhero tropes.

Edward Bulwer-Lytton (1803-1930), in his 1871 novel Vril, the Power of the Coming Race,  presents an ancient civilisation living in vast underground caverns. This “coming race”, the Vril-Ya, has mastered a sort of universal force known as Vril that gives them an array of powers, allowing them to fly, heal any wound or disease, animate mechanisms, or destroy an entire city with a thought. In short, the first literary evocation of super-powers with a pseudo-scientific rationale. In modern superhero comics, Silver Surfer and  Green Lantern are today’s most successful wielders of Vril-like energy.

The Vril-Ya live in an underground  utopia. (Underground races and civilisations are staples of superhero comics: see the Mole Man’s and the Deviants’ realms.) However, the human narrator fears that some day they will burst up onto the Earth’s surface and subjugate humanity:

Only, the more I think of a people calmly developing, in regions excluded from our sight and deemed uninhabitable by our sages, powers surpassing our most disciplined modes of force, and virtues to which our life, social and political, becomes antagonistic in proportion as our civilisation advances,–the more devoutly I pray that ages may yet elapse before there emerge into sunlight our inevitable destroyers.

The Vril-Ya, a race of superior post-humans, are also kin to science fiction’s Slans and comic books’ X-men: super mutants, to be feared. This novel, though largely unread today, made a sensational impact at the time; and its influence was  often sinister. Many thought the book was non-fiction. Occult Vril societies sprang up and continue to this day; the book had a decided influence on Nazi ideology. A race of supermen destined to rule the earth!

In 2007, writer Josh Dysart and artist Sal Velluto created the comic Captain Gravity and the Power of the Vril, whose eponymous superhero tapped Vril for his fantastic powers to fight the Nazis, themselves bent on acquiring the mystic energy.

art by Sal Velluto and Bob Almond

 

I prefer to dwell on a more wholesome influence: in 1886, John Lawson Johnston named his nourishing beef tea paste Bovril, combining the Latin bos (ox) with Bulwer-Lytton’s Vril. And the writer of these lines can indeed attest to this fine drink’s revivifying powers, particularly on winter days.

 

Early advertisement for Bovril

 

In 1886, the novella Strange Case of Dr Jeckyll and Mr Hyde, by Robert Louis Stevenson (1850-1894) was published to universal acclaim. This tale of a kindly doctor who changes into an evil, twisted double on imbibing a potion has strongly influenced the modern superhero, with his or her double identities.

Art by Ron Wilson, John Romita, and Ernie Chua

More directly influenced superheroes include the Hulk, the Demon, Ghost Rider, Man-Wolf, the Badger, and  Rose and the Thorn; while supervillains of the type are numerous, such as Eclipso or the Lizard.  Stevenson’s penetrating allegory of humans’ multiple nature thus lives on in the garish jungle of pop culture.

In 1905,  Emmuska Orczy (1865 –1947 ) published The Scarlet Pimpernel;the  novel tells the adventures of Sir Percy Blakeney– a ridiculous fop of a British aristocrat, who leads a double life as the Scarlet Pimpernel, a dashing hero dedicated to rescuing aristocrats from the guillotine in the terror years of revolutionary France.

The Pimpernel was a sensation in print and on stage, and proved equally successful in the movies; so too did Orczy’s numerous sequels.

We seek him here, we seek him there,
Those Frenchies seek him everywhere.
Is he in heaven?—Is he in hell?
That demmed, elusive Pimpernel.

The Scarlet Pimpernel has a good claim on being the first full-fledged superhero; we shall return to his influence on such characters as Zorro and Batman.

Next:  Enter the Detective, and the anti-supermen of H.G.Wells

 

Island of Sex, Panorama of Empire

A review of Suehiro Maruo’s adaptation of Edogawa Ranpo’s The Strange Tale of Panorama Island

Synopsis (spoilers throughout)

An unsuccessful author named, Hitomi Hirosuke, has visions of creating the ultimate work of art, a Utopian panorama of existence. He hatches a plan to impersonate a university friend (a millionaire named Genzaburo Kodoma) who is not only his physical twin but who has also recently expired due to a seizure (epileptic in the novella, asthmatic in the manga). Hirosuke first feigns his own suicide, then digs up his friend’s grave, disposes of the corpse, and presents himself as a risen victim of an unintended live burial (he is initially mute in the novel but is completely articulate in the manga).

Over the next few months, he manages to seize control of the Kodoma empire and initiates his plan to build his Utopian society—Panorama Island. The only person who suspects his dissemblance is his wife, Chiyoko. He is drawn to her but also finds her unworthy of his attentions (and possibly dangerous) in view of his greater project. He soon decides that he must kill her. Hirosuke arranges for them to travel to the island when it is near completion, and in an extended passage presents her with its wonders. Torn between the life of vulgarity and excess he has created and his strange attraction to Chiyoko, he finally strangles her and buries her remains on an island resembling Böcklin’s Isle of the Dead (a concrete cylinder in the novella). He hides her disappearance and continues a decadent life style on the island, exhausting the Kodoma fortune before finally being confronted with his misdeeds.

*     *     *

Panorama Island 00

Suehiro Maruo has long been held to be one of the masters of the Japanese “underground” ever since his introduction to American audiences in Comics Underground Japan (ed. Kevin Quigely). His “Planet of the Jap” from that collection is a violently ironic tale of the Japanese conquest of the United States. Propagandistic slogans (lifted from educational songs) proclaiming the superiority of the Japanese race  are presented alongside images showing the brutalization of American women.  In his compendium of ero-guro tales, Ultra-Gash Inferno, Maruo offers depravity as the only solace for humanity.

We find these aspects of Maruo’s artistry straining for release in all corners of The Strange Tale of Panorama Island (1926-27). The manga is an adaptation of Edogawa Ranpo’s novella of the same name. Ranpo (the pseudonym of Hirai Taro) was one of the key figures in Japanese mystery fiction but his novella (recently released in a new English translation by Elaine Kazu Gerbert) is less concerned with crime then with modern mechanistic entertainments (the panorama and the cinema), the siren call of art, and the obscene depths of the human soul. Ripe ground then for Maruo and not for the first time. His story, “Putrid Night” (1981, collected in Ultra-Gash Inferno) is clearly a bestial homage to Ranpo’s famous anti-war story, “The Caterpillar” (1929). The story concerns a quadruple amputee (“a large , living parcel wrapped in silken kimono”) tended to by his long suffering wife. Not only does the text deny (with a kind of black humor) anything to do with the glory and honor of war but, for the purposes of this review and as a reflection of a common theme which will soon become clear, Ranpo writes the following concerning the wife:

“…like two animals in a caged in a zoo, they pursued their lonely existence…her crippled husband’s greed had infected her own character to the point where she too had become extremely avaricious…[she] also managed to find a secondary source of pleasure in tormenting this helpless creature whenever she felt like it. Cruel? Yes! But it was fun—great fun!”

As with the short homage by Maruo,  it should be made clear that the manga being reviewed isn’t a completely faithful transcription of Ranpo’s Panorama Island. In many ways, it is a rather different object. Certainly the sequence of events and the skeleton of the plot remain largely intact but there is a distinct difference in emphasis between manga and novella. Read in isolation, the manga overwhelms with its Caligulan decadence and florid imagery. Read alongside the prose work, it shows a preference for narration and wonder over psychological and philosophical depth.

The dream sequence which opens the manga sees Hitomi Hirosuke imagining the strange vistas that will fill his novel, “The Story of RA,” and eventually his creations on Panorama Island. The manuscript which ensues is submitted to an editor and the conversation he has with him replaces the internal monologue which fills the first part of the novella. The stuff of captions not being much in favor in manga publishing, the internal musings and meanderings of the protagonist’s mind in Ranpo’s prose are largely made flesh through conversation and suggestion in the manga.

Panorama Island

This alteration plays down the deus ex mechina ending of the prose work where the protagonist is confronted by a manuscript and an editor-detective which the readers have not hitherto been apprised of. In fact, Hitomic Hirosuke’s surprise at being confronted with “The Story of RA”  at the end of the novella  is as absolute as the reader’s. Ranpo submits this final chapter—this unwinding of deception and evil—with an air of knowing and fatalistic resignation:

“Reader should we here announce the happy ending of this fairy tale? Could Genzaburo Komoda, who was actually Hitomi Hirosuke, continue to immerse himself in the pleasures of this extraordinary land of panorama like this until he was one hundred year old? No, no, not at all. After all, it’s the pattern of in old-fashioned tales that right after the climax an intruder bearing a “catastrophe” is always on hand.”

As Gerbert (Ranpo’s translator) explains, this has everything to do with Ranpo’s predilections—his fascination with the kineoramas of  time past and his desire to recreate these childish amusements:

“… a taste for playacting and theater animates [Ranpo’s] stories. They are often presented as if on a stage, with a dramatic buildup leading to a surprise ending that is presented abruptly, as if to the clatter of wooden stage clappers signaling the finale of a show.”

The dream sequence which opens the manga also makes flesh the mysteries with which Ranpo will later titilate his readers. One might say it almost circumvents the awe readers are meant to feel as Hirosuke (disguised as Genzaburo) leads his wife through the nearly finished island of his dreams; this surprise being a part of that darkened space before entering a room filled with the panoramas Ranpo is recreating, a form of entertainment which reached its height in the early 19th century in Japan—a tradition re-enacted today in movie theaters and amusements parks throughout the world.

This final unveiling of the villain seems almost a secondary concern,  as is the actual construction of Panorama Island which Ranpo dismisses in the course of a single paragraph:

“Thus a whole year of struggle in every sense went by. To speed up the telling of this story, I’ll leave it to you readers to imagine the troubles Hirosuke experienced…[ ]…I’ll just say that in the face of the power of money the word ‘impossible’ does not exist, and leave it at that.”

This may have been a side effect of the stories original serialization but this giant ellipsis is filled up quite thoroughly by Maruo in imagined scenes of construction and the hiring of specific workers for the island amusement. In so doing, the narrative threads are closed tight, the act of creation emphasized over psychological intensity and dread.

Panorama Island_0014

 

“…no such combination of scenery exists in nature as the painter of genius may produce. No such paradises are to be found in reality as have glowed on the canvas of Claude. In the most enchanting of natural landscapes, there will always be found a defect or an excess- many excesses and defects. While the component parts may defy, individually, the highest skill of the artist, the arrangement of these parts will always be susceptible of improvement.”

The Domain of Arnheim (1846) by Edgar Allan Poe

 

In the novella, the author is almost at pains to reveal the antecedents of his work; not only Edgar Allen Poe’s “The Domain of Arnheim” which provides inspiration for the descriptive flourishes in the work but also the Utopias imagined by writers and artists over the centuries; societies which have not only been expressions of human yearning but an unguarded divulgement of the creator’s ethics and desires. These utopias have rarely been places of “ideal perfection“, all too often embodying the stuff of nightmares. The only correct modern reaction befitting Thomas Moore’s “first” Utopia might be one of horror and perhaps recognition for it was a state of slavery, territorial confinement, and unapologetic expansion as dictated by the purely selfish motives of population growth and the aura of superiority of its leaders.

As Gerbert tells us in her introduction, the protagonist’s own name (Hitomi Hirosuke) is a play on the Japanese characters meaning “person” (hito) and “see” (mi)  as well as “wide” (hiro). This is a counterpart to the meaningful names given by Moore to his characters in Utopia. In fact, the first fifth of the novella dwells extensively on Hirosuke’s tortured idealism, a burnished twin of his final descent into iniquity. Manchuria (latter day Korea) was just such a dreamworld brimming with promise—an undiscovered country conquered, colonized, and transformed following the First Sino-Japanese War. Gerbert notes the public fascination with that land at the time of the work’s serialization:

“Ranpo, in his novella, transformed the expansionist vision of Manchuria into a literal panorama spectacle, complete with a ‘gory battle frightening to behold.’ As few other Japanese writers managed to do, he conveyed the way in which mechanized visions of the twentieth century fed dreams of greatness, and how those dreams might lead to destruction and death.”

Panorama Island_0010

The most famous Panoramakan was located in Asakusa and destroyed in the Great Kanto Earthquake of 1923. In The Edogawa Rampo Reader, Seth Jacobwitz describes Asakusa as:

“…a famously disreputable and squalid place even before the hard economic times brought on by Japan’s increased militarism and the Great Depression…for Rampo these were not only locales where tradition butted up against modernity, or high culture encountered low, but contact zones where the firm lines separating the quotidian, bourgeois realities of daily life from the the realm of dreams and unconscious desires terrifyingly blurred and disappeared.”

Maruo transcribes both the mechanistic fantasies—the “dream machines that produce nothing”—and the Manchurian wonderland ripe for harvesting in the climax of the manga. It is in such scenes that the comic excels, making tangible the half imagined; not only placing Hirosuke in the banal depravity of a prostitute’s den and the rigid conformity and poverty of early 20th century Japan but opening our eyes to the unbridled fantasies of capitalistic excess.

If the protagonist (in the novel) had once declared an admiration for William Morris’ socialist utopia, then these feelings have been utterly suppressed by rampant greed and an egoistic gluttony. The novella is littered with instances of Hirosuke’s hypocrisy, on the one hand suggesting a preference for Morris’ socialist News from Nowhere and then dismissing the young peasants who discover him in his feigned helplessness (i.e. as a recently “resurrected” Komoda) as a bunch of foolish simpletons:

“He became aware that he was being stared at like some unusual sideshow attraction by sniveling, runny-nosed children with peasant faces, and as he visualized the comical scene, he grew all the more anxious and angry…He couldn’t help despairing. He couldn’t very well get up and scold them…The whole thing seemed so stupid that he felt like dropping everything and getting up in front of the children and exploding in laughter.”

A situation played for humor and irony since he very nearly comes from the same stock and is inserting himself into the highest level of Japanese society

One would expect the sybaritism and licentiousness of Ranpo’s tale to be of primary interest to Maruo and this is very much the case. While Maruo excises Ranpo’s improbable image of the happy couple straddling naked servants in the guise of swans, their thighs chaffing against naked flesh as they navigate a man-made river (perhaps this was considered too fantastic), he is altogether more relentless in depicting Hirosuke’s panorama of nudity and libido.

In the manga, sex becomes an indelible counterpart to artistic intent from the outset, in fact it becomes a presentiment of death (note the Death’s-head Hawkmoth beside the prostitute in the image below). Hirosuke’s dalliances with prostitutes precede an encounter with Genzaburo’s wife whom he fixates on.  He seems almost struck with lust at the sight of her and almost immediately put his plan of deception into action. This scene doesn’t occur anywhere in the novella. Where Ranpo posits artistic desire and greed as the primary motives, Maruo suggest base sexual appetite as an equal accomplice.

Panorama Island_0001

What lies under the surface of Ranpo’s novella is given physical form in the manga. The protagonist of Maruo’s adaptation is vigorous and voracious in his relations with his wife, hardly fearing discovery (and that is exactly what happens in their first encounter):Panorama Island_0003Ranpo’s Hirosuke, in contrast, is characterized by a calculated celibacy, an enforced impotence—a manifestation of his artistic obsession. He abstains absolutely from his wife, ostensibly to avoid detection during intimate contact but inadvertently reveals himself in some unknown way during a drunken stupor. Some bodily deformity or defect of a more sexual nature finally reveals him as an impostor to Chiyoko. The passage in question is left intentionally ambiguous by the author:

“Just seeing her eyes, he understood everything. A distinctive part of his body had been different from the dead Genzaburo’s, and Chiyoko had discovered it the night before.”

Whether this is as simple as Maruo’s mole (see image above) or something of a more sexual nature is anyone’s guess. When Hirosuke finally strangles his wife under an orgasm of thunderous fireworks, it seems almost like a case of erotic asphyxiation. He buries her in an unfinished black pillar (in the novella)—a rather heavy handed symbol of his sexual inadequacy—pouring wet cement over her corpse but leaving tell-tale strands of her hair sticking out of the final stiffened mix. This inescapable, almost fatalistic, sloppiness is the final evidence needed for his exposure as a fake and a murderer.

If Poe’s (of whom Ranpo was a great admirer) taphephobia is counterintuitively a longing for the womb, then Hirosuke’s escape from the tomb is the obverse of this situation—a desire for release from sexual repression and the attainment of romantic gratification. Chiyoko is the stye in his eye which once removed results in unbridled carnality.

Panorama Island_0015

Comics as a form has a way of making obvious the carefully hidden aspects of pure prose but Maruo exacerbates this aspect by insistently giving play to Hirosuke’s licentious feelings and actions. One should also consider the demands on visual imagery in modern day horror fantasies; more precisely, an upping of the ante with each passing year. The prose work is characterized by gruesome detail at precise moments, especially where Ranpo dwells in loving detail on the disinterment of the deceased Komoda which the protagonist plans to impersonate:

“Strangely, he realized that Komoda’s mouth was stretched to a size of ten times larger than it had been while he was still alive. It was open to the point where the back teeth were completely exposed as in the mask of an open-mouthed female demon…[ ]…Although he tried, again and again, to lift Komoda’s decomposing body, it slipped off his fingers each time…When he finished the job, the fine skin of the dead body clung tightly to the palms of his hands, like gloves made of jellyfish, and wouldn’t come off no matter how vigorously he shook his hands.”

Here Hirosuke’s encasement in the decaying skin becomes a metaphor for his own duplicity which soon takes on the decomposition of a rotting carcass. Yet Maruo eschews this, instead presenting readers with an even more violent and  improbable episode where he extracts his own incisor with his fingers to mimic the dead Komoda.

Panorama Island_0002

This is not to say that the manga is without moments of insight, subtlety, and interpretation. The glorious spectacles which Maruo reimagines and illustrates towards the close of his comic represent a high point in his cultivated debauchery. At a deeper and more sophisticated level, as the couple travel to the island, Maruo presents his readers with a scene which does not appear in the novella:

Panorama Island_0007

A Japanese battle flag is painted on the side of the steamer, and a fly occupies the center of the page. The latter is a note of corruption and a presentiment of the heroine’s death. It is also silent commentary on the direction the Japanese nation soon will take in its search for power, resources, and hegemony. In this Maruo adds an additional layer of meaning to Ranpo’s text, one gleaned from the passage of several decades since the book’s publication; decades  filled with horrors perpetrated and suffered by the Japanese state. He forces a comparison between the pure and beautiful Chiyoko (that essential soul of the Japanese people) and her final fate at the hands of a madman.

Where Ranpo spends several paragraphs describing the push and pull of Hirosuke’s obsession with Chiyoko, Maruo allows the persistent image of a Noh mask (depicting a young woman) to haunt him throughout the palatial surroundings of his new home—both a proxy for the visage of Chiyoko and an echo of the body he has disinterred

Panorama Island_0004

This is encapsulated in an exquisite page where Chiyoko first looks weary and frustrated, and then, with barely bridled longing, out at the reader (just like the subtle head positioning of a Noh actor; see above). A silent cicada crawls down the edge of the frame—both a sign of resurrection and of impending sexual ecstasy.

Throughout her tour of Panorama Island, Chiyoko is at once attracted, repulsed, and seduced by all that she sees. She is of no stable state of mind. A critical point in the book is reached when Chiyoko sees a monster “plowing its way through the bubbles” towards her position in an undersea tunnel.

“She felt as if she were being pulled by a magnet. She didn’t have the strength to move away…it looked as if the monster was all head. Its mouth opened just above its short legs, and its small eyes resembling those of an elephant adjoined the protuberances on its back. Its rough and uneven skin was covered with a multitude of bumps topped by ugly black spots.”

frogfish

It turns out to be nothing more than a “frogfish”  magnified through the glass of the tunnel.  The monster is the outward expression of Hirosuke’s soul, kept hidden for fear of discovery by his friends and relatives—a natural manifestation of the protagonist’s perfidious character. Chiyoko’s immediate revulsion and then attraction to the sight of this twisted shape is the irresistible yet fatal call of the abyss of technological accomplishment.

This section of the novella is altered in Maruo’s adaptation—no longer stressing the personal excrescence of the protagonist but giving us a tentacled monster with Chiyoko at its heart, perhaps even covering its vaginal maw.

Panorama Island_0008

Where Ranpo’s work alludes to a personal and artistic failing, Maruo highlights the contamination brought forth by modernity.

All this suggests that the correct approach to The Strange Tale of Panorama Island would be to first read the manga and then the novel which in many ways is more lurid and certainly more cerebral. In this it reminds me of Fritz Lang’s The Ministry of Fear which while enjoyable in itself suffers from a lack of logical progression and, ultimately, depth of meaning when compared to the Graham Greene novel of which it is an adaptation. The forms and settings of Panorama Island take shape with Maruo’s pictorial representations, sometimes sticking in the mind with their magnificent flourishes, at other times losing in translation that prescient, alluring, and terrible picture of a nation falling into the inferno.

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Further Reading

A review by Sam Costello at Full Stop.

“Maruo’s artistry also allows him to provocatively expand on the original novel’s themes of developing modernity. For instance, Chiyoko’s distress stems from a distinctly modern problem: the sense of being too observed. Eyes are a visual motif throughout the book…As Hirosuke and Chiyoko enter the island via a clear undersea tube, Maruo arranges tiny fish to appear like sets of eyes lurking in the dark water. Later, the giant feathers of a peacock are dotted with eyes. The island is thick with statues, all of which seem to leer at Chiyoko. In our YouTube age, being seen isn’t shocking — judging by reality TV and social media, not being seen is more terrifying — but when motion pictures were just 30 years old and photography barely more than 50, it’s easy to understand feeling queasy and disturbed at the revelation of this panopticon. Chiyoko seems particularly unsettled because she isn’t the viewer; instead, she’s part of the panorama, forced into playing a dehumanized role similar to a statue.

Maruo’s work also derives strength from its visual nature when illustrating the tension between modernity and tradition that the panorama — both the exhibit and the island of the story — embodies. For instance, in more than one scene, 30-something Hirosuke wears a modern suit while negotiating business deals with kimono-clad, middle-aged men. This costuming choice more effectively conveys, in just a few panels, the liminal state of the 1920s Japan in which the story occurs than pages of description would.”

 

 

Attack on Pacific Rim

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Editor’s Note by Noah: Attack on Titan is currently being serialized in English, by Kodansha USA. You can purchase it from Amazon here

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I’m starting to feel alone in my disappointment with Pacific Rim. I mean, I know the critics agree with me – even the ones who liked the movie admit it lacks psychological complexity, is full of one-dimensional stock characters, and often drags. But somehow gentle criticism doesn’t seem like enough when Pacific Rim is – really – the best example yet of why screenwriters shouldn’t force every blockbuster into the Save the Cat! mold.

I mean, my friends liked – no, loved – this movie. They loved the Kaiju designs, cast, and art direction. They’ll defend the movie against people who point out that there didn’t need to be four – count ’em, four – “plot twists” or reversals, mostly all predictable. (The first twist is the exception – that one was surprising and quite moving.) Or that there didn’t need to be a 15-minute narrated prologue that boiled down to “monsters appeared so we built giant robots to fight them, P.S. I am your obligatory knucklehead fly-boy protagonist”. Or that between the big set pieces, the movie was mostly one long planning or training sequence.

They’ll even defend the fact that nearly every character is a walking cliche. Or, if they are less passionate in their opinions, they’ll say what everyone says: that it’s just a mindless summer blockbuster, so really, what were you expecting? Don’t you know that all of these big-budget action movies are being made for an overseas audience, anyway?

So maybe my problem with Pacific Rim isn’t that the movie was awful, but that I went into it with the wrong mindset – because truthfully I was expecting something much, much better.

Described to me as “Guillermo del Toro makes a live-action Evangelion“, I was expecting a very different movie: not Evangelion, obviously, but something with at least a little bit of the psychological depth and roller-coaster pacing of that anime. Instead I found a movie built for defense, not suspense: it’s armor-coated against anyone’s possible complaint that it didn’t hit the right note at the right time. (Headstrong protagonist check, strong female love interest check, stern commanding officer check, eccentric scientist double-check, minorities in non-speaking roles, check).

Some plot points are similar to Evangelion’s – the monsters that suddenly appear from a portal over Antarctica/the Arctic, the shadowy global organization that requires pilots to mind-meld in giant robots to fight them, the pilot-pilot romance – but those are pretty superficial similarities, really. Pacific Rim is a very different, and far less cynical, beast – which is fair enough, considering that Guillermo del Toro’s most popular movies have generally been made for children.

Anyway, I was wrong to expect classic cult-hit anime Evangelion. What I should have expected was current cult-hit anime Attack on Titan.

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So let’s not talk about Pacific Rim. It’s a monster movie made for an international audience; it hits all the right notes; it looks great. There are even one or two genuinely moving scenes. It’s kid-friendly and has positive, uplifting messages about humanity. (In short, it’s boring.) Let’s not even talk about Evangelion, since Pacific Rim has very little in common with that anime.

Instead, let’s talk about Hajime Isayama’s Attack on Titan.

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In the world of Attack on Titan, humanity has retreated behind three colossal walls. (In Pacific Rim, there is a plan to build a colossal wall, but it fails right away.) The wealthy and politically powerful live in the innermost ring, where they barely worry about being attacked by human-eating monsters. The hard done-by live in cities projecting from the wall of the outermost ring, where their main purpose is to attract Titans. It’s not economical to defend the whole wall, you see, so concentrating people as bait in small areas reduces the area that needs to be defended.

From the set-up alone, you can feel the cynicism, right? Attack on Titan is a fairly cynical – or you could say realistic about the failings of large-scale social structures – series. Pacific Rim supports the well-worn, slightly unfashionable trope of humanity banding together when faced with a common threat; Attack on Titan, on the other hand, interrogates it:

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The source of horror is different, too: more threatening, more personal, and harder to fight. In Pacific Rim, the monsters are absolutely victorious for a short time… but only before the movie starts, and only offscreen. For 90% of Pacific Rim’s running time, barring one or two on-screen causalities, humanity is containing the threat.

In Attack on Titan, however, just when it seems that people finally have the upper hand, the monsters evolve intelligence – or armor – or kung-fu – or even more monstrous size, and whatever advantage humanity might have had is taken away. And then it’s back to being chased, trapped, overcome, and eaten, by horrible monsters that are impossibly bigger and stronger than you.

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The Titans… why do they exist? Why do they eat people? Why are they sometimes only 9 feet tall, and sometimes over 50 feet tall? Why are some unclothed and some armored? Why are some mindless and some intelligent? Why do some behavior predictably and others unpredictably?

It’s all a mystery. Each time humanity makes some progress toward understanding the Titans, the Titans become that much more horrible and unstoppable in response. The logic here is the logic of nightmares – that you can’t escape, that you’ll always be devoured in the end. It is the horror-movie logic of absolute powerlessness.

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The mysteriousness of the Titans is a big part of what makes them horrible. That’s because once you know what something is – once you know how it can be defeated – you have already taken the first step on the path from powerless victim to crafty survivor. Knowledge is the difference between an existentialist horror movie like The Grudge – where the only way to win against the haunted house is to not enter it in the first place – and a survivalist horror movie like the American remake of The Grudge. There are moments of hope in Attack on Titan, but the overall tone is bleak: when the monsters outnumber the humans and are practically impossible to kill, what can be done?

The Kaiju attacks in Pacific Rim are quite different – they only appear to be random, but are in fact highly regular, to the point that they can be predicted mathematically. As explained by Eccentric Scientist#2, the kaiju appear first in an uninhabited place and then head for major population centers, where they primarily damage infrastructure. At first they appear singly, with long gaps in between, allowing humanity plenty of time to regroup. As the movie progresses, they show up more frequently. The fights between the monsters and the robots are destructive – we see Hong Kong basically leveled – but due to this attack pattern they are also clean, with minimal casualties.

In Attack on Titan, the action is smaller-scale and messier. The monsters look like us – like nude people, but bigger and uglier, with sharper teeth. Regular humanity doesn’t have giant robots, or even tanks or guns: only canons, swords, “gas packs” and climbing hooks. The fights are up close and personal… and so are the losses.

You see, the Titans have no interest in property damage. They exist only to eat people. They don’t need to eat people – they don’t have stomachs, are hollow inside.

So why do they eat people? Because eating people is horrible.

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But don’t get me wrong: Attack on Titan isn’t purely a horror series. At first it seems that way: in a prologue from the point of view of the three main characters as children, the Titans can’t be resisted, and so everyone who doesn’t escape from them is eaten. Once the main characters grow up and join the army, however, the tone changes. We find out that the military Scouts – who seemed incompetent from the outside – actually do know a thing or two about fighting Titans. In fact, they know quite a lot! Occasionally they are even able, with the skills and knowledge they have painstakingly acquired, to temporarily win against the Titans.

The protagonists constantly learn and adapt, but it’s never enough. The manga is a push and pull between gaining power to venture out into the unknown; and finding out that the world is more even more unpredictably cruel than you had imagined. That kind of push-pull, between power and powerlessness, is similar to Jojo’s Bizarre Adventure, and indeed you can see a kind of homage in one sequence involving an intelligent, sadistic giant monkey.

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Jojo fans who’ve read Part 3: Stardust Crusaders will know what I’m talking about here.

In the world of Attack on Titan, people are sometimes good, but just as often they are weak or venal. Additionally – and this can’t be said enough – the world is a cruel place. However, the cruelty of the world is no reason to stop fighting – if anything, it’s a reason to keep fighting:

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And yet, within this cruel world, people do their jobs quite well. Even more than Pacific Rim, with its ex-marine protagonist, Attack on Titan is oriented toward military values. The chain of command should be followed at all times; commanders are competent most of the time; to die for no reason is ignoble but death in service of the greater good is honorable; in order to make sure that death is not pointless, further deaths are required.

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It seems obvious to me that this set-up – although it leans further toward the Abandon Hope All Ye Who Enter Here end of the horror-movie spectrum, and although it is far more pro-military than anything del Toro has ever made – would appeal to the guy who made Pan’s Labyrinth: fundamentally it’s a story of overcoming childhood trauma, and banding together to defeat nightmarish monsters who are almost, but not quite, human.

Because adult humans who are bigger and stronger than you are fucking scary when you’re a child, am I right?

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It’s also clear why del Toro, with some very popular children’s movies to his name, would want to tell a more optimistic and less depressing version of this story about transcending abuse.

And while this might be a stretch, honestly the two series seem to have enough specific similarities that I’d bank on Attack on Titan being one of the properties that went into del Toro’s Japanese-monster-movie stew. It’s not even much of a secret, really: when the main character of Attack on Titan is Eren JAEGER and the robots that fight monsters in Pacific Rim are JAEGERS, surely we can acknowledge the possibility of a connection?

And that’s just to start with. This scene might be a bit familiar to anyone who’s seen Pacific Rim:

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In Pacific Rim, Mako is a Strong Female Character: the only one to best the main character in a physical fight. She’s also the only Asian character with a speaking role, in a movie that owes an obvious and explicit debt to Japanese anime and monster movies.

One could argue that she is interesting because of her hand-to-hand combat skills; because her backstory is the best and most moving scene in the movie; because the actress who plays her is charismatic; because she occupies both the Strong Female Character role and the Properly Respectful Japanese Person role, as if to say that one can uphold the cultural role expected of one and yet still be a strong person at the same time.

In Attack on Titan, the equivalent character is Mikasa. She is not just the only “Oriental” in the script, but in the whole world:

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Given that both properties have an “the Asian bad-ass fighter chick” character, and given that I’m writing an article arguing for the superiority of Attack on Titan, and I don’t want to make it solely about the fact that I prefer thornier, more cynical and scarier stories, let’s talk about the treatment of female characters in each. Pacific Rim doesn’t only suffer from having a single female character with speaking lines; it suffers from the role that character plays in the story. Mako is attached to the commander of the Jaeger program because he saved her as a child; so is Mikasa is attached to Eren Jaeger. Looking similar so far – but why must Mako “belong” either to one man or another? Can’t she leave the protective custody of the father-figure without entering the protective custody of the suitor? Must women be passed from one man to another?

This isn’t a problem in Attack on Titan, not because Matsuko isn’t devoted to Eren – she is, pathologically so – but because there’s a diverse cast of female characters who are not all like her. In fact, the eccentric scientist who is a little too into the monsters is a woman – and not only a woman, but a female commanding officer!

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The diverse cast of women belong to themselves, not to fathers or lovers. They’re explicitly on the same level as the male cast, fighters in the same unit of the army. The whole cast, male and female alike, share a comradely bond.

Speaking of comradely bonds, at first I thought that this series – humanity confined behind walls, lacking any way to proactively engage the enemy – might be a metaphor for a non-militarized Japan. It is, definitely, very pro-military, very pro-intervention, and very pro-violence. There are other hints of conservative thought, as well, starting from the author’s fundamentally mistrustful view of human nature.

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Even disregarding the difference in worldview between Pacific Rim and Attack on Titan, though – because there are perfectly good reasons to prefer more a more optimistic narrative – Attack on Titan is the more thoughtful series, as well as the one that offers a more powerful social critique, despite being set in a stacked-deck fantasy world. The author of Attack on Titan is interested – not only in the mechanics of the fight or how the protagonists resolve their personal differences and come together to face an alien enemy – but also in the structure of the world. How do ordinary citizens feel about their taxes going towards a (seemingly useless) military? What is the incentive structure of the military, and how does it cause the best and brightest to avoid posts where they would do the most good? Is it always necessary for the minority to adapt to the needs of the majority? How does one bring about the social change one wishes to see in the world?

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Of course, the series has flaws. It’s by no means trope-free, for one thing: from the dumb/suicidal shonen hero who is totally average except for his determination (to murder Titans); to the strong, silent warrior character who ensures that the main character can uphold his ideals; to the physically weak character who is nevertheless a genius strategist; there are plenty of stock characters here, too. Attack on Titan as well as Pacific Rim takes advantage of the hero’s fundamental vanilla-ness to give more spotlight to generally sidelined – but more competent! – supporting characters, which is a good and worthwhile trend I support (see also: Teen Wolf Season One), but why not take that extra step and remove the bland main character entirely?

So it’s not all gravy. And in some ways, the comparison is apples (Hollywood summer blockbuster) to oranges (Japanese manga and anime). But I’ll say it again: Attack on Titan is the stronger work.

Am I just a cynic? Do I prefer Attack on Titan because it is “darker” and (therefore) more “realistic” (as if there is anything realistic about giant monsters who eat people)? Or do I prefer it because it is, in my view, more complex, both in its characters and in the social structures they inhabit?

Maybe. I might be alone – at least among my friends – in my almost total disappointment with Pacific Rim. When even the positive reviews come with caveats that you shouldn’t “think too hard”, that you should “just enjoy the movie”, that monster movies “all about explosions”, that only “snobs” expect engaging characters alongside engaging fight scenes, however… it’s a sign that there is something amiss. I’ll stick with Attack on Titan, downer worldview, flaws, and all: at least it’s obviously the product of one person’s idiosyncratic worldview.

There’s something to be said for that downer worldview, anyway: when your protagonists are losing the battle at least half the time, their occasionally victories feel that much more earned, and sweeter.

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Again, Attack on Titan is available here

MegaReview

Optic Nerve #13 by Adrian Tomine (Drawn & Quarterly)

In his previous issue of Optic Nerve, Tomine seemed to be playing around with stylistic tics borrowed from Frank King and Dan Clowes. In the main story of the current issue, “Go Owls,” Tomine does some very assured drawing and storytelling in a naturalistic mode that in this case is a little reminiscent of Jaime Hernandez. But there is no doubt, he is his own man and he is getting better all the time. Here the artist breaks significantly away from his previous stories that dealt more with educated young urbanites to depict the relationship beween a Middle-American, more proletariat couple who meet in a recovery program. Reading it, I felt as if I knew them.

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The guy is an asshole, but Tomine manages to show that without hammering the point; he enables his story to unfold in a quite believable manner and elicit sympathy where he wants it directed with subtlety. The use of varying colors in a very limited palette throughout works nicely and is balanced by the exquisite control shown in the full color story in the back of the book, which also displays the high level of skill and delicacy that Tomine is growing into with his art.

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The Daniel Clowes Reader, edited by Ken Parille (Fantagraphics)

This fascinating collection of some of Clowes’ best works is published in the form of a teaching guide, copiously annotated to the nearly absurd degree of including subglossaries defining miniscule details hidden in the author’s panels. In this way, editor Ken Parille begins to resemble Kinbote, the deranged poetry afficianado from Vladimir Nabokov’s Pale Fire, whose notes that introduce and permeate the posthumous edition of his idol/victim’s supposed masterwork begin to entirely supplant the work that they are supposed to supplement. It caused me to Google Parille to try to find out if he is real, or if he is an alter ego of Clowes himself. But, Parille apparently exists in his own right and while I might have chosen a few different stories if I had assembled this book, much of it is admittedly essential and well-served by the package.

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The collection includes the entirety of Ghost World, such seminal stories as “Like a Weed, Joe” along with relevant essays and commentary by sundry credible sources, plus Clowes’ excellent polemical pamphlet Modern Cartoonist and another of my favorite pieces of his, reprinted for the first time from Zadie Smith’s groundbreaking 2007 comics/prose anthology The Book of Other People: the brilliant color short “Justin M. Damiano,” a classic that needs to be read by anyone who writes criticism on the internet.

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TEOTFW (The End of the Fucking World) by Charles Forsman (Fantagraphics)

Forsman’s epic minicomics series is collected into a small, thick trade paperback that I’d prefer was fully titled on the cover, rather than intialized as it is. The story resembles the real-life 1958 murder spree by Charlie Starkweather and Caril Ann Fugate, but transposed to modern times and with the gender balance in terms of sociopathy debatably reversed. Forsman’s pair of nihilists are shown to be the results of terrible parenting and are so estranged from human society that they have difficulty feeling emotions and pursuing a viable relationship together, much less to recognise when other people are not psychopaths.

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Forsman, a graduate of Vermont’s Center for Cartoon Studies, has a solid grasp of comics storytelling and his lightly drawn page compositions display an intriguing degree of variety. I’d imagine that this would have read in a much more disconnected way in serialized, episodic form; collected, the book reads smoothly and quickly.

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Avery Fatbottom by Jen Vaughn (Monkeybrain)

To my mind, a good thing is that so many of the young cartoonists now emerging reject the contrived plasticity of technique and assembly-line methodology that defines contemporary mainstream comics to instead employ an auteuristic, handmade aesthetic in their work. This can be seen in the work of the cartoonists coming out of comics-oriented schools like that of the Center for Cartoon Studies. Another alumni of that program is Vaughn, who displays a breezy, humorous delivery for her comic Avery Fatbottom, a story of young renaissance fairgoers, which is expressively drawn with loose, appealing brushwork, handlettering and organic watercolor halftones.

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Vaughn’s romantic sensibility does not take itself overly seriously and so, her evident pleasure in making her comics has an infectious quality. As with the works of Forsman, these efforts cause those who read them to also want to do their own comics, which is pretty much how I got into this game myself.

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The Outliers by Erik T. Johnson (Alternative)

This comic, the first of a series which apparently is the result of a successful Kickstarter campaign (a large group of contributors are thanked in descending order of generosity inside), has some elaborate production values. It is a small square-bound “floppy” that is printed in two colors, including blue and a sort of lime green that gives it the look of a tract.

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The cover is comprised of sketches of alien-appearing creatures surrounded by squiggly lines and printed with silver ink on black paper, but one doesn’t notice this immediately because it is wrapped in a somewhat undersized full-color dustjacket. The story within has a sort of adolescent breathlessness and the art is brushy and dense while also suitably organic and (mostly) handlettered, as befitting a semi-underground coming-of-age fantasy comic featuring a Bigfootish monster.

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Failure by Karl Stevens (Alternative)

Production values also dominate this handsome but ultimately frustrating trade paperback collection of panels from the author’s weekly strip in the now-defunct Boston Phoenix. Stevens’ clearly evident rendering abilities hark back to those of the engravers of yesteryear, but his photorealism makes me think of nothing so much as an alt/lit Alex Ross.

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After admiring the impressively labor-intensive application of crosshatched tonalities and watercolors, I wished that there was a bit more connective tissue to the semi-autobiographical bones and meat of the book than the most prominent theme of drunkenness.

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Linen Ovens by Keren Katz/Molly Brooks/Andrea Tsurumi/Alexander Rothman (self published)

My favorite of the works I got at Brooklyn’s Grand Comics Festival, this is an anthology that takes advantage of the compatibility of poetry and comics. Poetry can be greatly enhanced by drawings which do not seek to be redundant with the accompanying words, but rather work in an oblique manner with the text, or run parallel to it.

Art by Keren Katz

Art by Keren Katz

Under Tsurumi’s striking cover, handlettering is intrinsic to these pieces; it guides the eye through the soft watercolors of Rothman, for example. Color figures most notably in the semi-abstracted panel transitions of Brooks and the unusual and effective pastel illustrations of Katz.

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The Crow: Curare by James O’Barr and Antoine Dodé (IDW)

It feels to me like a thousand years have passed since the emergence of O’Barr’s pre-Vertigo character/property The Crow in comics and feature films, but here at this late date is a new miniseries drawn with rounded expressivity by Dodé, involving a cop’s desperate search for a child murderer, aided by the shade of one of the pathetic victims. In the two issues I read in PDF form, the title character has yet to rear his head, but the stage is certainly set in a most murky and moody manner by Dodé’s beautifully unforced storytelling.

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The poignancy of the art is further facilitated by its being printed from uninked pencils which are then digitally colored with a limited palette of primarily sepia and pale blues. Of course, since this is an IDW publication, as with most mainstream comics, the lettering is digital, which tries but fails to detract from the rich personality displayed in the artwork.

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March: Book One by John Lewis, Andrew Aydin and Nate Powell (Top Shelf)

This book is partly written by its subject, the distinguished civil rights pioneer Congressman John Lewis and since it details the early years of the struggle for desegregation in southern states by African-Americans, it justifiably boasts a back cover blurb by former President Bill Clinton. It is a story that we have heard before, but one that bears repeating in a time when a rotten cluster of power has gutted the voting rights that were so hard won.

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One might have expected such a meaningful project to be published by a high-profile mainstream company such as Marvel or DC, who would presumably bring it to the widest possible audience; but instead it is the product of a smaller company known for artist-owned comics, Top Shelf. This makes it odd that the book is copyrighted only to Lewis and his co-writer/press secretary Aydin, omitting the artist who does much of the heavy lifting here, Nate Powell. Because, apart from the unquestionable historical importance of the very real experiences of Lewis, it is surely Powell’s dramatic layouts that make this narrative function as well as it does in the comics form and his lush halftones are some of the best I have seen since the glory days of Ditko and Wrightson in the Warren magazines.

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XIII: The Irish Version by Jean Van Hamme and Jean Giraud (Cinebook)

I really looked forward to the English translation of this book because I wanted to see Giraud drawing in a contemporaneous mode—-and while I am not disappointed in his drawing and storytelling in any way, it is at the service of a somewhat standard adventure story in which the entire Irish/English conflict is boiled down to be the backdrop of the origin tale in a long-running superspy narrative that makes the artist’s Blueberry westerns seem progressive in comparison. Besides that, the art is printed in a format so reduced that it becomes difficult to read, much less show Giraud’s impeccable deep-space compositions to advantage.

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The coloring likewise suffers somewhat from a standardized approach, which drives the point home that Giraud is a much better colorist than anyone his work has been desecrated by since the peak years of Metal Hurlant. However, as he did on his final two Blueberry volumes, O.K. Corral and Dust, Giraud himself put his hand into the coloring to a limited degree to digitally “dirty up” the art, to add lighting effects and ruddier complexions, all of which go a long way to improving the look of what are, sadly, some of the last Moebius comics we shall ever see.

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Playing Narrative Part 2: Survivor’s Guilt

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(Hey! As the title indicates, this is part 2 of something! Part 1 is here!)

(Warning: Spoilers. Including the end of the game.)

Somewhere around the halfway mark of Naughty Dog’s The Last Of Us, Joel, the hardened survivor of a plant-parasite-fungus-zombie-apocalypse that you spend most of the game controlling, finally makes it to his brother Tommy, located somewhere in the vast middle of America. Joel’s there to try to hand off Ellie, a teenage girl who must be taken to the Fireflies, a subversive group located somewhere out West. It’s the second time you’ve seen Tommy. In the game’s prologue, set twenty years before the rest of the action on the day the apocalypse started, Joel, Tommy and Joel’s daughter attempted to escape Austin, Texas.  Now, relations between the two of you have cooled. Or, as Joel tells Ellie, “His last words to me were… I don’t ever want to see your goddamn face again.”

The player never learns exactly what caused Joel and Tommy’s falling out,  but when Tommy—who now has a wife and helps run a small town based around a hydroelectric plant—refuses to help Joel, you get some idea. Joel tells Tommy that he’s owed this, “for all those goddamn years I took care of us.”  Tommy replies, “took care? That’s what you call it? I got nothing but nightmares from those years.”

“You survived because of me,” Joel, tells his brother.

“It wasn’t worth it,” Tommy says, looking at the camera, stricken and haunted.

 

What could possibly make not-dying not-worth it? Likely, it’s the stabbing, shiving, Molotov-cocktailing, strangling, shooting, archering, punching, bricking, bottling, and IEDing that the player has spent the last seven hours making Joel do to various zombies and humans. The Last of Us is a game that takes its violence and its theme of survival very seriously, and gradually asks the player to do the same. In doing so, we come to realize that Joel, the man we inhabit, may be a survivor, but he sure ain’t a hero.

After the prologue, when we jump twenty years in the future and re-meet Joel as a childless middle-aged man, he is a lowlife. He smuggles drugs, ration cards and weapons, serving up some terrible ownage on people who cross him. He runs in a relationship of sexual and financial convenience with a fellow smuggler named Tess, who will go on to summarize their lives by saying “we’re shitty people, Joel,” and mean it. Later still, after Joel and Ellie take on a group of marauding bandits, Joel reveals to Ellie that he’s “been on both sides of this thing.” When a different group of bandits invade Tommy’s power plant, Tommy asks Joel if he still knows how to kill, but the look on Tommy’s face tells you that he’s disgusted with himself for asking.

Joel, just to be clear, isn’t an anti-hero. Nor is he another in a long line of video game asshole warriors. He’s not a Don Draper or Tony Soprano charming psychopath. He’s actually kind of a piece of shit. Not that he doesn’t have his complexities, particularly in his relationship with Ellie. She sees a goodness in him, the same goodness we glimpse in the prologue, the goodness he appears to have lost. It’s a goodness that, when it’s just the two of them together, The Last of Us dangles in front of us as a possibility.  Joel’s a broken man, physically strong and spiritually bereft. A man who has turned off his soul for twenty years, and, over the course of The Last Of Us, we begin to care whether he gets it back or not, just as much as we care about whether he and Ellie ever make it out West.

Much of the time, however, Joel’s like a mix between Rooster Cogburn from True Grit and Theo Faron from Children of Men, sans most of the redeeming qualities of both.  What makes The Last of Us so startling is that it knows this. And, gradually, it makes the player know it too.

 

Naughty Dog became famous over the last decade for a series of Indiana Jones like games called Uncharted that, as cinematic acts of storytelling, are actually better than half of the Jones films and all of Jones’s latter day imitators like The Mummy and National Treasure. In those games, the player controls Nathan Drake, a descendent of Sir Francis Drake and international treasure hunter who gets in over his head having a series of thrilling, funny, genuinely charming adventures having to do with lost artifacts that may hold great power. The Uncharted games harken back to movies like Treasure of the Sierra Madre or Romancing the Stone, the kind of big budget, exotic locale, rakish hero, adventure films that Hollywood used to be able to do well, while removing the problematic racial politics that often make those films unwatchable today.

There’s just one problem: These are, of course, action games. Which means that the player also spends a great deal of time killing people. Hundreds of people, it turns out. After Uncharted 3: Drake’s Deception came out, more and more people started raising a stink about this issue. It’s pretty clear that the team on The Last of Us—many of whom also worked on Uncharted—wanted to see what would happen if they started taking all the killing seriously and asked their audience to do the same.

While The Last of Us, like The Walking Dead, takes place in a world hit with a zombie apocalypse, the similarities pretty much end there. TWD’s gameplay functions through dialogue and action choices. The Last of Us has very little choice in it at all. TWD’s graphics are stylized and cell-shaded.  The Last of Us uses motion capture. TWD is an adventure/puzzle game. The Last of Us is a stealth/action game.

Most importantly, TWD takes place immediately following the zombie apocalypse, as people learn how to survive. The Last of Us takes place twenty years in, and is set amongst the whittled down population of people who’ve figured it out.

Survival is what The Last of Us is all about on both a thematic and gameplay level. If Naughty Dog were in search of an alternate title for the game, Survivor’s Guilt (with “guilt” here meaning both the feeling of remorse and the state of having done something wrong) would’ve been a good stand-in. As with The Walking Dead—where a series of choices serves as an essay on ethics when you realize death in inevitable—it is this interweaving of theme and mechanics that enriches The Last of Us and makes it work.

In the game you have limited weapons, and all of them have limited uses. You have to worry constantly about making too much noise, alerting nearby enemies. Killing people is difficult, noisy, and time consuming. All of the materials you find are necessary to craft multiple items. You can’t carry very much. There are also many points in the game where you can sneak by adversaries and not engage with them, leading—if you are, like me, both ethically minded and neurotic—to calculations that go something like Well, I’m low on supplies and I bet I could take these guys out and loot their corpses. Wait. Am I seriously contemplating killing six people who aren’t a threat to me for the express purpose of looting their corpses? Oh my God. I’m the worst.

In The Walking Dead, violence is very personal. Most of the time, it is being dealt by or to someone Lee Everett knows. The Last Of Us, on the other hand, primarily features the kind of depersonalized violence that most video games trade-in, it just makes that depersonalization part of the point. Joel—who has survived precisely because he’s selfish— can’t see the people he’s killing as human.

Not that the game is a relentless downer. Much of it is spent wandering overgrown urban landscapes and idyllic vistas talking with Ellie and deepening the bond between the two of them. Ellie is one of the few great characters to emerge from video games. She’s funny, charming and human and feels in many ways like a real fourteen year old. Indeed, any affection the player gains for Joel is likely the end result of loving Ellie, and wanting to love what she loves. For each of the game’s acts (there are four of them, one for each season), Ellie and Joel meet and team up with other survivors, who all prove to be interesting, fully realized characters written and performed with that rarest of video game traits: subtext. The Last of Us is a game where watching facial expressions and listening to tone of voice changes meaning, and the few choices they give you along the way are entirely about character development. You can stop to explain to Ellie what a coffee shop was, or pet a giraffe. You can find comic books to give her to read. You can give a man a Dear John letter from his boyfriend.

Ultimately, however, The Last of Us’s themes cannot be escaped for long. And yet, because it is a very well designed game, it is fun play. And yet, because it takes what it is doing seriously, it’s a disturbing and wrenching and truly, deeply, haunting. The ending of the game is anti-cathartic and disturbing and in no way resolves the central tension between depicting the urge for survival while also problematizing it, suggesting that perhaps, at times, being a survivor means being a monster.

Joel, you see, is presented with the opportunity to save the world, but doing so entails Ellie’s death.  Ellie is immune to the parasite that has destroyed civilization, but creating a vaccine from her body would involve removing her brain. Joel saves her life, killing a hospital full of people, and ends any hope of humankind’s recovery. The Last of Us twice hints that Ellie would’ve accepted her death if given the opportunity to choose. But she never knows she had the choice because Joel lies to her about it. Joel, we come to understand, is as selfish as ever. Needing and loving this new surrogate daughter, after having lost his own twenty years before, he is unable to let her go for the greater good.

For those of you reading this who don’t play video games, I want you to understand that this kind of ending—one that is neither triumphant nor cathartic, but instead haunting and true to its characters—basically does not exist in mainstream video gamesIn fact, it’s the kind of ending that most mainstream blockbuster movies—and The Last of Us is the equivalent in terms of budget, market presence, hype and sales—would never dare attempt.

It’s these kinds of elements—story, theme, structure, subtext, writing, performance—that are responsible for the nearly universal critical rapture that has greeted The Last of Us, and they flow directly out of the thematic integration of gameplay and story, and from questioning the purpose of all the violence the video game marketplace demands. It is in this way similar to Watchmen. By taking its subject matter seriously, it simultaneously is a masterpiece of its form (the superhero comic/ the action game) while undermining the existing status quo.

And that brings me to the ultimate problem with making the resolution of ludonarrative dissonance the ultimate goal and measure of quality of video games. It’s no mere coincidence that The Walking Dead and The Last of Us take place during the apocalypse. There’s a limited number of scenarios that justify the kind of violence that the form regularly contains and that audiences demand from it. While we can get moralistic about this, high body counts have graced our literature since The Iliad, our theatre since The Persians, our films since Intolerance and on and on. As someone interested in video games becoming a richer source of stories, of examining theme, subject, narrative and character through the unique medium of a player interface, I’m less concerned with the virtues of violent games and more by how thuddingly boring and narrow their possibilities often are.  As the current “gritty downer” era of superhero comics and films shows, replacing the current narrow possibilities of the medium with a different set of narrow (but critic-approved) possibilities isn’t really a solution, even if we get more games like The Walking Dead and The Last of Us along the way.

Superheroes With Cigarettes

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A little bit back, Peter Sattler noted that Dan Clowes’ career in comics often seems like a long, bitter struggle against comics. As Peter says:

[Clowes’] work goes out of its way to thematize the artist’s and/or the story’s struggle against comics themselves – against a form that, as Clowes presents it, seems unable to encompass interior states, unable to escape its own theatricality and artificiality, unable to circumvent its own closed system of beginnings and endings, set-ups and punch-lines. Clowes dramatizes his contest with these limits, transforming that contest into the content of his graphic novels.

Peter talks about this mainly in terms of formal limits…but to me it seems like it’s a cultural issue as well. Comics seem unable to encompass interior states, and unable to move beyond largely bone-headed gags, because comics are for kids. As I discuss here, Clowes in comics like Velvet Glove and Wilson seems to compulsively assert his distance from a form, and from influences, which he views as both infantile and inescapable. Much of the adult/edgy content, misanthropy, and violence against women in his books comes across as a kind of desperate signaling that he is not (like say Charles Schulz) writing for children. His comics can be seen as a long insistence that he is too grown up — an insistence which is (as he is certainly aware) infantile. From this perspective, Enid’s obsession with older men is not (just) a kind of self-flattering, but is a displaced expression of Clowes’ own obsessions. He’s an older guy who is fascinated with the idea, and the impossibility, of being an older guy.

The Death Ray is pretty much in the same mold. It’s a super-hero parody whose protagonist, Andy, gains super-strength by smoking cigarettes — an obvious reference to wanting to look and be older. The rest of the story is built around exploring what super-hero stories would really be like, as Clowes, familiarly, uses the genre to underline his own adult distance from it. Andy wanders around looking for criminals to beat up, but nobody attacks him. He punishes people who don’t particularly deserve it at the behest of his best-friend, Louie, and then feels bad about it. As Aaron Leitko wrote at the Washington Post “The Death-Ray employs the core super-hero conventions — the origin story, the costume and the sidekick — in the most banal ways possible.” That banality (like the banality in Wilson, or in alt comics more generally) is the validating boredom; the sign that we are not children, but adults, who understand (to paraphrase Ambrose Bierce) that realism is the world as it is actually seen by toads.

So Clowes is doing his usual thing. But…his usual thing, in this context, isn’t nearly as irritating as it usually is. The main reason for that, I think, is that, in this case, Clowes’ agonized relationship with his material doesn’t come across as condescending or wearisomely anxious. It just comes across as another superhero comic. After all, the main reference here seems to be to the Lee/Ditko Spider-Man — and how different is Andy from Peter Parker, really? Not very. Like Andy, Peter is a nerdy, angry, unhappy, orphaned kid; like Andy, Peter uses his powers for self-aggrandizement; like Andy, Peter’s powers make things worse for him, not better; like Andy, Peter makes his own kind of doofy looking costume.

And, like Andy, Peter, and the comic he’s in, is obsessed with growing up. As Chris Gavaler pointed out here last week, the whole Spider-Man story is basically a metaphor for puberty, with radioactive spider bite standing in for surging hormones. Clowes changes the spider bite to a cigarette, which makes the metaphor more pointed, but it doesn’t really change it’s nature. The Death Ray, almost despite itself, is extending its source material — the anxiety and angst that Clowes’ taps is the same in essence as Lee/Ditko’s angst. That’s very different from Wilson, for example, where Charles Schulz’s whimsy and weird humor are replaced with jokes about shit and ass rape (and not with funny jokes about shit and ass rape, either.)

All of which perhaps helps to explain in part why parody has always been so central to the super-hero genre. From Plastic Man and Captain Marvel to Superduperman to the 60s Batman television show to the Watchmen, superhero parodies have always been both critically lauded and extremely popular. On the one hand, you could argue that this is because superheroes are really stupid, and no halfway intelligent creator is going to take them seriously. And I certainly think there’s a lot to that argument.

But Death Ray also suggests that parodies are the best superhero narratives not only because they undermine the stupidity of superhero narratives, but because they fulfill them. Superhero stories are, as everybody knows, adolescent power fantasies; they’re a way for children of all ages to pretend to have ascended to the prerogatives and super-strength of adulthood. And what is more adult than parodying the silly fantasies of youth? Clowes is (fairly amusingly) sneering at the stupid dreams of fanboys of all ages who want to be grown up — but he’s also providing those fanboys with the exact same dream. Andy takes a hit from his cigarette; Clowes’ readers take a hit of The Death Ray. It’s Clowes’ best comic because, almost despite himself, it’s the one in which he’s able to provide the genre pleasures that obsess him without compulsively assuring his readers and himself that he’s too good for them.