Sex Comics and 9/11 in Multiple Warheads

I came to Brandon Graham’s Multiple Warheads by way of the Best American Comics 2014 collection and so I was unaware, when I began reading, that it had started life as a sex comic. It came as some surprise, then, when, after around 200 pages of visually packed images, surreal Soviet landscapes and cheap but charming puns, I turned the page to find images of the main protagonist, Sexica, having a large phallic object inserted into her anus, attaching a werewolf penis to her boyfriend, and then having sex with him while he transforms into a wolf.

None of this was entirely without precedent in the chronology of the collected edition – that the main characters enjoy an active sexual relationship is apparent throughout the story. On several occasions they are shown either in bed or lounging around in states of undress and on two other occasions we see the main couple engage in sexual activity.
 

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However, on these occasions, as Eric Mesa argues, Sexia is not drawn as unrealistically proportioned, and the sexual acts depicted (including cunnilinguis) are as much to do with female pleasure as male desire. I would not describe the comic as a shining, or even good, example of pro-sex feminism (if such an ideal even exists) because Graham also consciously presents Sexica as erotic spectacle (at one point he reflects on a 2007 comic ‘I sure drew a lot of butts’). I don’t see the comic as particularly feminist, but I can at least understand Eric Mesa’s argument.

The sex comic, therefore, was not a complete thematic break, but it did run counter to many of the representations of sex and gender in other episodes of the comic. It reverses all of the points Mesa raises. Sexica is drawn with exaggerated proportions. She expresses her discomfort at being anally penetrated and is told that this course of action is better because her unnamed smuggling contact gets to ‘shove it up your butt’. The smuggling contact gives a satisfied ‘Heh’ upon successfully penetrating her. The following series of panels seem to take gleeful delight in depicting her walking with discomfort.

The male gaze is also given more explicit form; when Sexica passes through the security scanner the x-ray labels her body parts ‘tits … ass … leg… leg’ and informs anyone looking at the scanner that her breasts are unevenly sized. This image breaks a female character into parts and presents the male gaze as objective. In sum, the sex comic is problematic not only because of its use of the female body, because it undermines the potentially positive readings which rest of the comic might elicit.

This mix of misogynistic humor and cartoonish eroticism was punctuated, bizarrely, by several overt references to the September 11th terrorist attacks. As the object is fully inserted into Sexica’s anus the sound she makes is represented by an image of the second plane about to hit the Twin Towers.
 

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Later, two security officers monitoring an x-ray scanner are too busy sharing jokes to notice, first, that Sexica is smuggling an illegal item inside her body and, second, two men carrying a comically large explosive device labelled ‘blow yer ass*up’.
 

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I understand what misogynistic erotica was doing in the comic, but why the references to 9/11?

I really don’t know what is happening here, but I have a few ideas. My first thought is that the (perhaps inappropriate) connection between sexual and territorial violation with regard to the September 11th terrorist attacks is well-trodden ground. In Sam Glanzman’s short comic ‘There Were Tears In Her Eyes’ for the collection 9-11: Artists Respond, one character (problematically) compares the destruction of the Twin Towers to the Statue of Liberty being raped. Tonally, however, Multiple Warheads has little in common with the theme of mourning in the 9-11 collection. If anything, Graham seems to engage with what occurred using a discordantly light-hearted register.

This, in itself, could be read as a way to manage one’s fears by parodying them. Graham is a New York resident and, while we cannot presume to know how he was personally affected, I think it is reasonable to assume that it had some impact on him. Perhaps transforming trauma into something visual and tangible, even darkly humorous, is a way to reduce and contain it?

Conversely, the handling of the September 11th terrorist attacks might be read as a tribute to the taboo-breaking which characterised the Underground Comix movement of the 1960s and early 1970s. Underground Comix were, broadly speaking, designed, among other things, to offend the sensibilities of white, hawkish, church-going Americans. Many artists used their medium as a means to give shape to their darker fantasies simply to draw the most violent and depraved acts they could imagine. No topic, however taboo, was off limits. As Sabin argues ‘the comix revelled in every kind of sex imaginable [and] took bloodshed to extremes’ This openness, inevitably, spilled over into misogyny as the genre’s commitment to bearing all positively embraced political insensitivity – if you were offended, Comix declared, that was your problem.

If read as a stylist continuation of the Underground Comix genre, we might therefore understand this episode of Multiple Warheads as designed primarily to test and outright violate boundaries of good taste. The taboos of crypto-beastiality, sexual violence, and of making light of national tragedy seem all to exist within a continuum.

These are all just guesses, though. I am still baffled by the mix of cartoonish eroticism, grotesque and misogynistic humour, and national trauma, and perhaps my theories are just me trying to make sense of something which was never meant to bear analysis. I would be interested to know how others read this.

Prophet, The Incal, and Suggestion in Science Fiction

In the science fiction short story The Island by Peter Watts, a group of human engineers sets out on a mission to build warp gates across the universe. As they travel from one build location to another, they move at such at such high speeds that a few years for the builders is the equivalent of billions of years on earth. Every time they complete another portal, they get a brief look at the offspring of humans that is living at the other end of the gate, where earth once was. “I’ve seen these portals give birth to gods and demons and things we can’t begin to comprehend, things I can’t believe were ever human.”

Over the past few years, dark, intricately-woven science fiction universes have multiplied at Image and other publishers, and many of them tap into the feeling of Watts’s engineers, the wonder of seeing something we are unable to understand. These stories walk a fine line between suggestion and fulfillment. They must depict a universe so different from our own that it stretches our minds to think about it, and then they have to explain it. We aren’t content merely to gaze upon a bizarre creation, we also want to understand it. This is the core challenge that a science fiction world must answer: How do you depict the unimaginable?

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One title that stands out is the Brandon Graham reboot of ProphetGraham has assembled a stunning team of artists to illustrate and write the story with him, which is loosely based on a Rob Liefeld character. The story takes place 10,000 years in the future, and it’s pages are rich with imagined history, from the biological technology to the debris of forgotten wars. The setting and story evoke the nostalgic fascination that European and American painters felt for the ruins of the Greco-Roman empire.

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Prophet

I am consistently delighted by how bizarre and alien the world of Prophet feels. The hands-off story telling allows me to fill in the gaps of the worlds that Graham describes in a way that feels organically collaborative. It reminds me of another science fiction comic which taps into the infinite, The Incal by Alejandro Jodorowsky and Moebius.

Jodorowsky is best known as the director of the surrealist film the Holy Mountain, and for the ambition of his plans for a film adaptation of Dune. After assembling a team of creators that included Orson Welles, Dali, Moebius, and H. R. Giger, the project went over budget in pre-production and was canceled, it’s components later harvested to make Alien, Blade Runner, David Lynch’s Dune, and others. Jodorowsky’s Dune was too revolutionary to be realized, and that is exactly why the comics that he went on to create are so fascinating.

In comics, Jodorowsky found a medium where he could work without constraints. He said in an interview, “If you want 10,000 cosmic spaceships, it doesn’t cost more money than drawing a horse.”

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The Incal

The Incal, published from 1981 to 1989, is the story of a foolish, selfish white man named John DiFool who is pulled into a journey across space by the metaphysical spirit known as the Incal. DiFool is dragged throughout the adventure not because he is special, but because his genetic code resonates with the Incal. He is a bumbling participant in the cosmic and spiritual war that unfolds.

Both Prophet and The Incal succeed in creating a world that feels at once inconceivable and familiar. To do so, Jodowrosky and Graham (Note: from here on I’m going to refer to the Jodorowsky and Moebius collaboration and the Graham and team collaboration as Jodorowsky and Graham respectively) both use dialogue and narration to suggest a much larger universe than they are ready to spell out on the page. In the Incal, it does not matter that we know little about the Technopriests, the Emperoress, or even the Incal. We understand the roll they play in the story, and can create our own mythology around them. This technique is even more common in Prophet, with dozens of technologies, wars, and worlds (Foam Music, Ambulavit Pod, Lux Glacies Caverns) that appear only for a single line.

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Prophet

This collaborative world-building technique is not limited to throwaway details, but is also used to drive the plot forward. Prophet waits until the end of issue six to introduce the primary conflict of the series, the battle between the earth empire and Old Man Prophet, a clone who has rebelled. There are several short stories in Prophet that don’t openly announce how they fit into the comic’s overall plot, and the reader  wanders through the pages with the characters, trying to piece together what has happened. Even the first image of an earth empire ruler, though bizarre, cannot be read in a moral framework.


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Ambiguous depiction of the earth empire in Prophet.

Once the narrative engines get running, it’s clear that the story exists in a binary good versus evil universe, and not even a particularly original one (empire=evil, white-guy-who-fell-in-love-with-a-native-woman=good). Even the character design seems to become more explicit. Where the first images of the earth empire Mothers just look strange, later images portray them as monsters. Once the incremental exposition had filled in enough gaps that I could see the larger arc of the plot, I began to feel nostalgic for the complex, morally ambiguous universe I had been imagining around the characters.

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The evil of the earth empire.

This is one of the pitfalls of using suggestion to flesh out the world. The Wachowskis have spoken in interviews about the tremendous challenge of realizing and expanding the science fiction universe in Reloaded and Revolutions that they had alluded to in the Matrix. Another manifestation of the gap between expectation and realization occurs when writers who have established a hard science universe introduce elements of spirituality and mysticism (for example, the recent Battlestar Galactica series).

Jodorowsky’s Incal avoids this trap from two different directions. First, it is upfront with the metaphysical, psychedelic weirdness of its world. On page 32, the Incal splits John into four competing gnomelike characters that represent aspects of his personality. It’s a bizarre and awkward turn in the story, but it does an excellent job of signaling the rules of the universe to the reader (no rules). Later, when the battle between light and dark takes center stage, it feels like an extension of the book’s themes instead of a reversal.

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The four spirits of John DiFool in The Incal.

The second way that The Incal exceeds expectations is by beginning with a relatively straightforward swash-buckling adventure, and then expanding and interrogating parts of the universe until it is much larger. The Incal feels like a small story is growing, while the Prophet feels like a large potential is shrinking.

In later issues of Prophet, Graham pivots the narrative arc by focusing on the a new threat and introducing more characters pulled from the original Liefield Prophet universe. It feels rushed and I didn’t feel any pressing need for the book to be truer to the Liefeld universe, but I’m happy to see the story move in any direction that is not a steady march towards a boring war. One of The Incal’s greatest accomplishments is that even though the story changes direction repeatedly (in the most bizarre turn, the characters must convince all living creatures in the galaxy to fall asleep and enter the Theta-dream together), each iteration feels like a movement closer to story’s core themes. If Graham can make similar course adjustments on Prophet, he will have something truly special.

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Prophet

 

 

Into the Inkwell

Mort Meskin: Out of the Shadows, edited by Steven Brower. Fantagraphics Books.

Mort Meskin’s studiomates in the bullpens of mid-20th century comics production remarked that he was a sensitive soul who was known to face a blank sheet with an artist’s block akin to sheer terror, until someone would scribble some random lines on the page, which he could then be sufficiently motivated to transform into his brilliant chiaroscuro images. Meskin’s best work was a powerful formative influence on other great comic book cartoonists such as Jack Kirby, Alex Toth, Steve Ditko and Jim Steranko. As the years passed, though, he became obscured in comics history. I was first made aware of him when he came up as I was interviewing Steranko. To identify the initiator of a comics storytelling technique, we consulted with the late, sorely-missed Dylan Williams, who had built a website about Meskin. Sure enough, MM turned out to have been the first to use the device in question, a Muybridge-like means of depicting rapid movement with multiple figures that Steranko called “strobing”. In more recent years, former Print magazine creative director Steven Brower has championed the artist, first with his 2010 Meskin biography Shadows to Light and now with a  career-spanning collection of complete stories.

Meskin’s drawings seem to emerge from blackness

Some of his greatest early work in Out of the Shadows like Fighting Yank and collaborations with Jerry Robinson such as The Black Terror display particularly dramatic drawing and effective storytelling. In some of the stories, the  color is unusually good; it is all wonderfully restored. Another highlight is that some of Meskin’s linework for Golden Lad is presented in incredibly crisp black and white. Sadly, there are no representations of Meskin’s work for his main client DC Comics on such inventive strips as Johnny Quick or even his later, apparently generic but no less animated and well-rendered short strips for their mystery and sci-fi titles, presumably because DC jealously protects its assets, even to the detriment of the legacies of its most innovative artists like Meskin and Toth. Still, it can be seen from Brower’s thoughtful selections that Meskin was a strong narrative draftsman and an architect of arresting images.

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The Shark King by R. Kikuo Johnson. Toon Books.

In this graphic novella produced under Francoise Mouly’s Toon imprint, Johnson appears as an heir apparent to Meskin and Toth. Adapted from a Hawaiian mythology, The Shark King reportedly truncates and makes more palatable its source story, but it is a sharply rendered and very effectively colored short children’s book that displays a tremendous amount of kinetic energy. The characters move around the pages in a manner which deliberately facilitates and enhances the reading experience. Johnson is a very clean and controlled artist who gives his book an almost “golden age” feel. His use of black and colors define the forms and spaces with a rare mastery.

Johnson’s color is apparently built from hand drawn separations.

I am a little unclear as to the value of the message the story sends boys regarding their relative relationships with their mothers and their willfully absent fathers, but still, I much prefer this book to Johnson’s earlier adult graphic novel effort, his beautifully brush-drawn but callow coming-of-age tale, The Night Fisher.

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Ragemoor #s 1-4 by Jan Strnad and Richard Corben. Dark Horse.

In an interview on TCJ last week, Rich Corben speaks of his upcoming Edgar Allen Poe adaptations and honestly, I wasn’t overly excited by the news; I have a pile of his previous Poe work and enlarging it seemed to me to be a redundant reworking of relatively quiet, morbid tales that do not show off the artist’s best abilities.  But maybe I should give him the benefit of the doubt. In recent years Corben has been doing a lot of work, some of the best of it in Mike Mignola-written Hellboy comics for Dark Horse. These have offered him ample opportunities to indulge in his trademark over-the-top horrific imagery, as well as the type of  inventively articulated, muscular fight scenes that he excels at. And, although I admit I’d prefer that Corben colors himself, the Hellboys have been very well colored by Dave Stewart. I also admire a few stories that writer Jan Strnad and Corben did together in the past, but as their new miniseries Ragemoor came out over the past few months, it was a little hard to love.

Perhaps the best art in the series, the cover to Ragemoor #2

For one thing, the art is black and white, not color and Corben does his own tones, but my initial impression was that the work here often looks a little awkward and rushed. His blacks are plenty juicy and his digital greys augment the maniacal depression that permeates the pages, but there is a chunkiness to the construction of the forms—a simplification of the drawing that often subverts Strnad’s scenario; it makes it quite difficult, for instance, to buy that the hero is smitten with the female character, who must be one of Corben’s least appealing ever for the pulpiness of her features…and that is saying something. He is known for constructing clay models to draw from, but here she seems smooshed by all thumbs. Yeesh!

The “splendorous angel” Anoria takes a dive in Ragemoor #3

However, it wasn’t until I had all four issues that I was able to truly appreciate this effort. In the end, Corben doesn’t disappoint….it works much better taken as a whole than it did as a serial. So buy them and read them all in one sitting. There are some genuinely frightening moments, not least what becomes of the hideous heroine.

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Prophet #22-26 by Brandon Graham, Simon Roy, Farel Dalrymple and Giannis Milonogiannis, with Fil Barlowe, Frank Teran, Emma Rios and others. Image Comics.

I have Brandon Graham’s thick King City book, although I haven’t yet had a moment to read the whole thing. I can say, though, that his solo comics strike me as one of the few times (Damion Scott is another) that I have seen a cartoonist whose work effectively evokes the imagery of Hip Hop,  which through aerosol innovators like Phase 2 evolved from the graphic forms of Vaughn Bodé and Philippe Druillet to become commercially appropriated by corporate America, but criminalized in its public art form.

Graham recently took over the Rob Liefeld vehicle Prophet and is using it as a collaborative engine to work with other artists and in so doing to reinvent the esoteric science fiction promise of France’s Metal Hurlant, that has informed the cinematic science fiction of the past few decades but whose power disintegrated in the comics medium because of the mainstream American banalization of bad translations and airbrushed van-artiness of Heavy Metal.

Graham and Dalrymple form a compelling argument for collaboration in Prophet #24

I have no idea what Leifeld did in his earlier issues of this title, but bless him for enabling us to jump in on Graham’s stories for Prophet, which are dark and forbidding but keyed to the unique properties of comics,  written as they are to accommodate many double page spreads depicting far-flung vistas of more than passing strangeness and with odd diagrammatic passages that explain technical details. These disturbing scenarios have been drawn by a range of inventive talent, from several issues of Simon Roy’s fluid linework, to one with Giannis Milanogiannis’ slashing penstrokes, to one with some of the best work I have seen from Farel Dalrymple and then, the most recent issue is sparely drawn by Graham himself with echoes of Kirby and Druillet. All of the issues are beautifully colored. As the series goes on, an unusual sense of excitement, of discovery is engendered, a feeling that I have rarely had since my first exposure to Les Humanoïdes.

Graham draws his own script for Prophet #26

In addition, Graham has solicited some very interesting backup stories: #22 sported a short piece by the Australian Fil Barlowe, whose Zooniverse was a singular exponent of intergalactic multiculturalism in the early 1980s; #s 23 and 25 boast two parts of a Frank Teran strip and #26 has a piece by Emma Rios with an absolutely extraordinary panel configuration.

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Spotting Deer and Lose #s 2-3 by Michael DeForge. Koyama Press.

I’m very encouraged when I see people such as Graham, Dalrymple and C.F. who seem to be influenced by sci-fi junk as much as anything and who are not afraid to work in genres that were formerly discredited by the alternative. Reality is fine as far as it goes, but comics also have potentials for world-building that aren’t scratched by stories about drinking coffee in cafes whilst bullshitting with one’s peers. Michael DeForge is another of the younger generation of cartoonists who uses sci-fi in his strips and this guy not only draws aliens, he draws LIKE an alien.

DeForge’s Spotting Deer: freaky deaky

His stuff reminds me a bit of my old friend Steven Cerio—-hmmmm…I wonder what happened to him?—like Steve, the work is bizarrely well-drawn while being frighteningly “othered” in conception. DeForge’s oddly shaped and thin but amazingly colored Spotting Deer book, for example, about a race of slug beings that mimic mammalian deer, is a real mindfuck prize and his erratic but engaging floppy comic Lose rewards examination, as well.

From Lose #3: nowhere to go but up

I don’t get why his main story in Lose #3  features an apocalyptic landscape with flying dogs who interact as if they are in a contemporary technological society, but it hardly matters; what counts is that DeForge uses the freedom of comics to make characters and places that follow his own rules. My favorite strip in this issue is “Manananggal”, a fearsome but indecipherable cinematic progression of otherworldly bioforms.

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Raw Power Annual by Josh Bayer. Retrofit Books.

It can be difficult to explain to anyone, let alone someone not versed in the language of comics, the appeal of a Meskin, a Corben or a DeForge.  I find it equally hard to describe Josh Bayer’s fierce comic Raw Power. I’ll try, though. I could say his massive figures bring to mind a sort of Kirby on amphetamines (and he milks and remilks a line from Jack’s “Street Code”), that the art seems sometimes as if it is drawn with a stick dipped in mud, but then, it also has some quite delicate passages and the entire thing reads with an invigorating, furious energy that is impossible to ignore. The story veers wildly; a description of Jimmy Carter’s war to suppress punk music  (that I find completely believable and which was apparently imparted to Bayer by Jello Biafra and Ray Pettibone) segues from the origin of Bayer’s ultraviolent superhero Catman to a version of Watergate sociopath G. Gordon Liddy with the aspect of a fiendish motivational speaker and then goes into a revisioning of an issue of one of Marvel’s cheesy 1980s comics, DP7  (a little like Jonathan Lethem and Dalrymple’s reworking of Omega the Unknown), which I am certain is far more interesting than the original comic could have been.

Josh Bayer’s Raw Power: faster, harder, WTF.

Comics like these are why I still love comics—-they are full of the odd things that artists do that are personal tics, that perhaps are mistakes or maybe they are done on purpose, but they are what makes the stuff memorable and make us think that we also could make comics—-and we can! We can make them and print them ourselves! They are why, as I have discovered,  the healthy part of comics is not in the pathetically over-edited and suicidal mainstream, but in the alternative where the artists, writers and readers are in charge. We can make lines coalesce on paper to form worlds in our own image and share them. We don’t have to answer to authority.

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