Women In Comics

Just wanted to mention that I’m friends with both Lilli and Derik, but somehow writing about their work here it seemed weird to use their first names. So I didn’t. Hopefully they won’t be offended!
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A bit back I talked about Bart Beaty’s claim that comics have been culturally gendered feminine in relationship to high art. As I said in my post, I don’t find Beaty’s argument entirely convincing. In the first place, high art is itself often gendered feminine (and often mocked as such.) And, in the second place, after thinking about it more, it seems like comics are more often associated with children than with the feminine per se. Children are, of course, often associated with femininity themselves, since traditionally raising children is women’s work and also because anything not-man (whether it’s women, boy, girl, or a horror-film pile of undifferentiated slime) often gets lumped together as “feminine.” Still, it seems worth noting that comics’ femininity seems like its arrived at through a series of somewhat abstracted substitutions. In terms of culturally coded femininity, comics isn’t needlepoint.

Still, just because comics aren’t usually directly associated with femininity, that doesn’t mean that artists can’t treat comics as feminine, or play with the idea of comics as feminine.

For example, consider the short story “Kingdom” by Lilli Carré, included in her recent Fantagraphics collection Heads or Tails. The story starts off with a well-dressed fellow celebrating his expansive masculinity inside a high-art picture frame.
 

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Page by page, though, new detailing and fringes are added to the inside of the frame, till the wide masculine range becomes a hemmed in, overly-crafted cozy feminine interior
 

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And finally the man himself is reduced to a stylized decorative element. Instead of master of all he surveys, he is an object — or, rather, a surface, surveyed.
 

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Again, the border here looks, and is surely intended to look, like a picture frame, and so the shuffling of gender is also a shuffling of the gendered connotations of fine art. On the one hand, high art is (as Beaty says) seen in its performative, striding creativity as a masculine kingdom — a canvas over which total control can be exercised in the interest of totalizing self-expression. At the same time, though, the detailed handwork and patterning associated with art — its prettiness, or fussiness, or surfaceness, or frivolousness — links it to the femininity of the craft fair.

If art is both hyperbolic masculine swagger and small-scale feminized detail, though, for Carré the form that mediates between the two is something that looks a lot like comics. The border in Carrés story is a frame…but, from page to page, it’s also a panel. So, on the one hand, the progression of the story could be seen as going from the least-decorated, most comic-like panel at the beginning to the most-decorated, least comic-like panel at the end — or, alternately, the initial image could be seen as a single picture frame, while the additional images emphasize more and more the sequential comic nature of the story. Thus, comics can be either a masculine form feminized by high-art frippery…or a feminine form which pulls high art down into the crafty feminine repetition of surface details.

Carréis herself a female artist who works in both the traditionally male-dominated art world and the traditionally male-dominated comics world. As such, she is, it seems, gently tweaking the masculine pretensions of both — or perhaps tweaking her own attraction to the masculine pretensions of both. That tweaking is performed in part by deploying comics as the feminine alternative to high art — and high art as the feminine alternative to comics. Both comics and high art, in other words, are only nervously, unstably masculine, and that instability is, for Carré, not so much a danger or a weakness as it is a potential — a way for masculine and feminine, art and comics, to open out and lock together in a single claustrophobic, vertiginous spiral.

Derik Badman takes a very different approach to comics as feminine. In the anthology Comics As Poetry, Badman channels pop art in a series of ambiguous pages.
 

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Lichtenstein mostly used single panels drawn from comics for his canvases — he ironized melodramatic narratives by pulling single moments out of them, and so highlighting their generic artificiality. There’s a little of that in Badman’s version too; the off-kilter columns of images make the narrative flow uncertain — the panel sequence is almost arbitrary. You can read left to right or top to bottom, or even in some sense randomly around within the page.

Again, you could argue that the effect here is something like mockery and something like appropriation; taking the feminized tropes of romance comics, hollowing them out, and presenting the remains as a de-emotionalized, high-concept masculine avante garde. As I’ve written before, though,I think that reading does a disservice to Lichtenstein, and I think it’s not really fair to Badman either.

Rather, in Badman’s case, it seems less like the high art avant garde masculinizes the melodrama than like the melodrama reveals the true, feminized emotionalism of the avant garde. In the page below for example:
 

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The first panel, with the telephone, becomes a kind of synechdoche for the entire page, thematizing an illustory connectedness which emphasizes a greater absence or distance. The ellipses trailing off or trailing in, to which panel or from which panel is never clear, similarly hesitantly underline the way each panel comes out of and goes into white space…comics not as Charles Hatfield’s art of tensions, but rather as an art of slack disconnection. The desire to make meaning of the narrative — to have “The beating of” connect to “the other wing” — is also the desire or loss of the woman — or perhaps of the women, plural, since the identity of multiple images is one of the comic conventions of continuity that here breaks down into the overarching convention of discontinuity. Comics multiplies bodies, and multiple bodies is desire. The avant garde lacunae, the resistance of interpretation, becomes, not anti-narrative cleanliness, but — through the mirror of comics’ formal elements — a hyperbolic extension of narrative’s most febrile excesses of deferment and longing.

Badman, then, seems to out-Beaty Beaty, inasmuch as, in this reading, comics is not just culturally feminized in relation to high art, but is actually, formally feminine. Indeed, that formal femininity is so overwhelming that it starts to absorb not just comics, but everything connected with comics — not least of all Pop Art. Badman’s comics almost demand to be viewed, not as cut up panels of comics, but as conglomerations of pop art images — and in creating those conglomerations, he makes it hard to see pop art as anything but conglomerations. Lichtenstein’s canvases…are they really isolating images from a narrative? Or, instead, are all those isolated images trying but failing but trying to talk to each other, so that all of Roy Lichtenstein’s panels end up, not as bits from different comics, but as their own single melodramatic discontinuity? For that matter, when you go to a gallery or a museum, each piece isolated in it’s own frame — doesn’t that isolation, that disconnection, that yearning gap, make the high art more comics than comics, and therefore, formally, more feminine than feminine?

For Badman, as for Carré, then, the binary art/comics doesn’t so much map onto the binary masculine/feminine as it creates an opportunity to think about binaries and gender. In the work of these two creators, comics and art want each other and want to be each other and want nothing to do with each other, and certainly too, are each other. So, too, does male/female close in upon itself and empty out of itself, a folding, unfolding box holding and releasing form and desire.

Dungeons & Nostalgia

I came to comics by way of role-playing games, Dungeons & Dragons, specifically. RPGs are how I ended up going to book stores (to get game books and then to get fantasy novels), and that’s where, one winter day, at the Waldenbooks in the mall, I came upon the comic book spinner rack in the corner of the magazine section (maybe I was looking for the latest Dragon magazine?). It must have been shortly before my 13th birthday. I don’t recall having any interest in comics previously, other than occasionally reading the Sunday funnies (I always wanted to understand Prince Valiant, but couldn’t), but I must have looked at that rack, because there I found this comic:

For those not sufficiently nerdy enough, Dragonlance is a game world for D&D that started as a series of game books (modules) and quickly spun out to novels. I’d read the novels (the first books I remember buying on my own in a bookstore, they were kind of like Lord of the Rings but with female characters) and loved them, and here was what appeared to be more of the story. That classic fan desire to increase my involvement with the narrative world took over; I convinced my parents to buy me a comic book. If only they knew where that would lead.

DC had some sort of licensing deal at that time with TSR, the company that owned D&D, because there were a few of these titles they had started publishing very late in in 1988 and which all disappeared by fall of 1991. I assume they were designed for the RPG/comics crossover audience and probably as a way to get one interested in the other. It worked on me, though not really to DC’s advantage, as the the next comic series I started buying was Marvel’s Uncanny X-men (my first issue was drawn by Rob Liefeld… see how great my taste was back then).

So what we have he is a work-for-hire, cross-media, cross-promotion between two corporations that expanded on a franchise… a comic so low on the totem pole that there isn’t a Wikipedia page for it. Even the “Dragonlance” grouping of pages (which are fairly involved, it turns out) don’t mention the comic at all.

So what’s in the comic? It’s basically a 22 page dream sequence (the cover gives this away before the actual story does) with a 2 page epilogue that ends on a “surprise” reveal. The last page of the dream has what appears to be a Little Nemo reference, but what precedes it does not even approach that level of dream-like narrative. Instead of the symbolic surrealism that often infuses narrative dream sequences, this dream reads more like a classic D&D adventure: monsters appearing here and there as the hero wanders about a stone castle. If this story is a little more personal for the characters/protagonists, it’s only to bring in the most clichéd of “background” so that both of them have issues with her/his family. Oh, and don’t forget the repressed attraction between the lead female and lead male, who just can’t be together for some reason or anything (not explicated clearly in this issue, maybe because the male is some kind of priest and the woman is a friendlier (and more clothed) Red Sonja).

The art is not horrible, it’s perfectly adequate 1980s mainstream comic book art, more realist than the work that was about to hit really big at Marvel (Lee, Liefeld, etc.), but lacking any real expressivity. It’s hindered a bit by a unnecessarily bright color palette (perhaps a result of this being part of DC’s “New Format” which was printed offset rather than four color process). The page layouts seem to be trying a little too hard to be “different” without narrative or compositional reason for it.

Even in regards to cheesecake, violence, and action, factors in genre fantasy that might appeal to, say, a teenage boy, it fails to reach a level that makes it interesting. If it succeeds at anything, it succeeds in carrying the brand, drawing in eyes (and money) from a pre-existing customer, who thinks that more of the story will somehow improve on that first exposure to a mostly closed narrative (one can read the original series of Dragonlance modules/novels as a closed series that was popular enough to not stay closed for long, though I’m not sure if that is, historically speaking, the original plan). It worked on me (damn you, DC, if I owned any books you had published I’d throw them out), I think I read this series until they cancelled it (which wasn’t very long).

Are there worse comics out there? Yes. There are comics that have worse drawing, crappier writing, stupider concepts, but this was my first comic and somehow that makes it worse to me. To me this comic is a symbol for all the nostalgia that so engrosses the comics world. Looking back is vital in growing an art form, but at some point that backwards look becomes so distorted as to not resemble what was really there (on my mind since the RNC just wrapped up as I write this). So, it seemed appropriate to draw some attention to the fact that a 13 year old boy doesn’t have good taste.
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Click here for the Anniversary Index of Hate.

Comics Poetry, Poetry Comics, Graphic Poems

There are times I read something on the internet and feel this immediate need to respond. I think we’ve all felt that way about topics we care about. Thus is created the comments thread, the message board, and other forms of abbreviated, often argumentative discussions. For me, I don’t always feel capable of forming my thoughts and reactions into a coherent text, especially in a way that avoids being combative (I really don’t want to be that way). So I save links and texts in hopes of later returning to them and making some grand statement, some coherent argument, some well thought out response. But waiting for that time to come is often counter-productive as sometimes making the incoherent statement and getting feedback is where the real discussion and learning comes from.

Writing about the idea of comics and poetry has been on my to-do list for quite awhile. I’ve a note in Evernote from December of 2008 labelled “Comics as Poetry.” The note is just a bunch of collected links to people like Tom Hart, Bill Randall, and Gary Sullivan, all dating from early in 2008. I also have one paragraph of a started post from April 2011, and a never completed review of Warren Craghead’s How to Be Everywhere from February of 2011.

I feel strongly that there is a line of comics poetry that runs through the history of comics, but I always end up getting stuck on how to delimit such a feeling. What is comics poetry? What is poetry? Similar to asking “what are comics” or “what is literature” this is rarely the most productive place to start… and thus, the not starting.

What started me up again this time were two recent articles on the topic: Steven Surdiacourt’s “Graphic Poetry: An (im)possible form?” at Comics Forum and an interview with Bianca Stone at The Comics Journal from this past week. Both immediately set off my desire to respond.

First off, Surdiacourt’s article starts with the term “graphic poetry” which I find unfortunate. I can see the desire to parallel the “graphic novel,” (which he explicitly uses in one definition: “graphic poetry is to the graphic novel, what poetry is to prose”), but I don’t think it is a good idea to work from an already contentious misnomer of a term. Also, “graphic poetry” sounds like something a person in the 1950s would have used to describe “Howl.” Don’t let the children read that graphic poem.

Surdiacourt’s text itself starts off on good footing, discussing the inspiration for the article: an exhibit that featured paired up collaborations between comics artists and poets. He immediately notes the tendency to have the artists illustrating poems, rather than the two truly collaborating. We’ve seen this before with the work published by the Poetry Foundation (here’s the last one in the series with links at the bottom to the others) under the rubric of “The Poem as Comic Strip” (that title alone tells you something). What we find there is a bunch of comic artists (some, like Ron Regé Jr., whose regular work is often comics poetry) illustrating poems by famous poets. It’s quite reminiscent of that bastion of comics greatness Classics Illustrated and not particularly inspiring (see Bill Randall’s column about the series). Of course, this model works for people in the poetry world because it maintains the integrity and primacy of the original poem/words.

Back to the essay at hand, it draws heavily on an article by Brian McHale about narrativity and segmentivity (I’ve only managed to read sections of it via Google Books which seems to cleverly only skip the pages where the primary analysis is done). McHale starts with poetry but turns to comics, spending the majority of the article discussing Martin Rowson’s adaption of Eliot’s The Wasteland as way to compare the two forms’ use of segmentivity and narrativity. Surdiacourt summarizes McHale’s theory:

…this segmentivity is defined as “the ability to make meaning by selecting, deploying, and combining segments” (Rachel Blau DuPlessis quoted in McHale 2010, 28). It’s not merely their gapped nature that connects poetic texts and graphic narratives, but also their shared capacity to play off “segments of one kind or scale […] against segments of another kind or different in scale” (McHale 2010, 28). The best known example of this kind of poetic configuration is obviously the enjambement, a trope in which the grammatical unit of the sentence (measure) is disrupted by the unit of the verse (countermeasure). A similar textual device is used in comics to create or maintain tension by the interruption of the action (measure) at the end of the end of the right hand page (countermeasure). [DB: Those are his ellipses and references.]

Surdiacourt rightly notes that this single criterion is not enough to compare comics and poetry. So, he also (briefly) brings up poetic rhyme in comparison with visual rhyme, braiding, as well as Barthes’ hermeneutic code. All of these can be gappy aspects of comics. In McHale’s article he also briefly discusses film, comparing filmic cuts to poetic segmentivity and the gaps in comics, noting the tendency of classical Hollywood style films to make cuts/gaps as invisible as possible (though one can argue against that when there is a desire to provoke mystery or suspense) in contrast to an Eisensteinian montage where gaps are introduced to force viewers to “make meaning.” I think the latter use of gaps is one place where comics can foreground their constitutive elements (images in sequence) in a similar way that much poetry foregrounds words and sounds.

Unfortunately Surdiacourt focuses on textual segmentivity, and his only example (from Nicolas Mahler) is primarily about the text. He ends on a strange note: “In the end, what and how graphic poetry can be (if it can be at all) remains to be imagined, and drawn of course.” He seems completely unaware of the existence of work that would fit his category, that would even better fit his category than his or McHale’s examples.

Certainly, looking at any comic by Warren Craghead provides a great example of segmentivity, a gappy aesthetic, and usage of various tactics Surdiacourt mentions. Craghead almost never uses text in the traditional way it is used in comics (balloons, captions), instead he fragments sentences and words into pieces (the word, the letter, respectively) and scatters them across the page. His pages and panels are also visually segmented as he tends to use images that are singular or partial–a single object, part of a larger object or scene–and then connect them visually through composition, lines, and text.

from Warren Craghead’s “This is a Ghost.”

For instance, this page from “This is a Ghost” shows a fragmentation of sentences, words, and imagery. The fragmentation creates a rhythm to the reading as one moves across the page through the multiple sizes and spacing of the text. You can note that the (admittedly out of context) sequence of images is not a “smooth” transition. Also, when read in full (see the references list below for a link to a pdf of the anthology), one finds a use of repetition (both word and image), braiding, and visual rhyme across the comic’s 14 pages. The comic tends to force a different type of reading than a conventional narrative comic that provides a very smooth and transparent reading. Craghead’s comic engenders a closer reading and a tendency to reread nonlinearly as one moves back and forth through the pages trying to decipher its layers (in a sense this echoes the hermeneutic code).

From John Hankiewicz’s “Amateur Comics.”

Much of John Hankiewicz’s work would also fit well as an example for Surdiacourt. For example, his “Amateur Comics” sequence makes use of segmentivity in an unusual way that could mirror McHale’s measure and countermeasure. Each page from the sequence is divided into four groupings of two panels. The groupings’ two panels are divided only by a single line, while the groups are divided by the negative space of the gutter. In most of the pages, the groupings divide up into a panel with a person in the left and one without a person on the right. The left and right also often show different views of the same scene, sharing view across all four groups. In this way, Hankiewicz disrupts one narrative sequence with another, creating a network of potential sequential and spatial readings of the 8 panels on the page. The spatial organization in conjunction with visual content, which at a general level shows alternating imagery, makes use of repetition and creates rhythm within the page and across the sequence of pages. Similarly the two lexias of text across the top of each image (a question beginning with a series of interrogative abverbs and a two word phrase in the form of “[something] Comics”) also form a consistent set of repetitions and variations that can be read across the pages. Without even discussing the specific content of the images, it’s fairly easy to see how one can read “Amateur Comics” as a form of comics poetry.

So, that’s just two artists off the top of my head, and neither are that obscure in the comics world. Both comics provide examples that are considerable more invested in the interaction of text and image in a “poetic” (let’s put my usage of this term aside for now) way than just the text by itself.

I wish that before he decided to posit something that he didn’t think existed, Surdiacourt would have looked for examples of that supposedly nonexistent thing. I’m sure if he looked around a bit he could have found some examples. Certainly, Rob Clough wrote about Hankiewicz’s work as “comics-as-poetry” in The Comics Journal (the online version is easily searchable), and there are often (mostly brief) examples to be found fairly easily.

Bianca Stone, who explicitly calls her work “poetry comics” and edits a poetry comic column at The The, was interviewed in The Comics Journal and shows a similar lack of knowledge of artists working in the comics world. Stone’s foregrounding of “poetry” in her terminology does point to her grounding in the poetry world rather than the comics world, so that could be part of the reason (none of the comics she explicitly mentions are outside the mainstream (be it superheroes or “alternative”)). The interview bears this out as she discusses being in an MFA poetry program and not having much interaction with the comics world. (There are a bunch out us out here, Bianca.)

Even her definition of poetry comics points to a focus on text as poetry: “Sequential art that uses poetry as the text.” I realize she is surely simplifying here to have a quick definition, but the concept makes it seem like the work is “poetry + comics” a kind of addition wherein the comics–the images and the iconography and grammar of comics–is an add-on to the poetry, which is text. Some of the work she’s put in her column has born out this conception. To her credit, Stone’s work in her I Want to Open the Mouth God Gave You Beautiful Mutant doesn’t totally play out that formula, though I think it does come through stronger as a poem via the text.

For this reason, I use the term “comics poetry” as a way to foreground the comics aspect, a more succinct locution than Clough’s “comics-as-poetry”. Comics poetry isn’t poetry as text with comics images; it’s the whole comic as poetry. The images, the words, the structure, the rhythm, the page, all of it is used together to create the poetry, to create comics in a poetic register. But, as I mentioned in the beginning, this gets tricky, since “poetry” and “poetic” can mean a lot of things to different people.

In the end that doesn’t really help us identify or discuss how comics poetry differs from any other comics. So, I’ll take that up in part two (later next month), looking at how a few other people have discussed comics poetry or the poetic in comics, and then I’ll offer my own thoughts on the matter with some more specific examples.

References:

  • Craghead, Warren. “This is a Ghost.” In Ghost Comics, edited by Ed Choy Moorman. Bare Bones Press, 2009. 151-164. Order the volume or read the pdf: http://edsdeadbody.com/barebones.html
  • Dueben, Alex. “A Bianca Stone interview.” The Comics Journal. 24 Aug 2012. http://www.tcj.com/a-bianca-stone-interview/
  • Hankiewicz, John. “Amateur Comics.” In Asthma. Sparkplug, 2006.
  • McHale, Brian. “Narrativity and Segmentivity, or, Poetry in the Gutter.” In Intermediality and Storytelling edited by Marina Grishakova and Marie-Laure Ryan. De Gruyter, 2010. 27-48.
  • Randall, Bill. “Deaf Ears: Poetry, Comics and the Poetry Foundation’s Comics Project.” The Comics Journal #288 (February 2008): 193-5.
  • Stone, Bianca. I Want to Open the Mouth God Gave You Beautiful Mutant. Factory Hollow, 2012.
  • Surdiacourt, Steven. “Image [&] Narrative #5: Graphic Poetry: An (im)possible form?” Comics Forum. 21 Jun 2012. http://comicsforum.org/2012/06/21/image-narrative-5-graphic-poetry-an-impossible-form-by-steven-surdiacourt/

A few more comic artists who might fit in this vein (for at least some of their work):

Julie Delporte, Oliver East, Franklin Einspruch, Allan Haverholm, Aidan Koch, Simon Moreton, Anders Nilsen, Jason Overby, John Porcellino, Alexander Rothman, Frank Santoro, Gary Sullivan, me, and surely others I am obviously forgetting.

Abstract Comics

Note: This review of Abstract Comics was written close to three years ago. It was proposed to Art in America in the fall of 2009 and submitted for publication that November or December. Overbooking in the book reviews department, I was told, delayed its publication. Finally the following summer, sensing its age as a review and the need to jumpstart things before it was too late, I offered to expand the article into a feature length essay on the wider subject of abstraction in recent comics, including figurative and/or narrative ones like Dash Shaw’s Body World, Joshua Cotter’s Driven by Lemons, and Brian Chippendale’s If ‘n Oof. That proposal was likewise accepted, but then the magazine’s head editor was ousted. The new head editor, after another six months’ consideration, finally paid me a kill fee. I thought I might write the expanded version nonetheless and submit it to an academic journal, but then got busy with other things and lost interest.

If I were to write on this topic today, there are many things I would change. It is, however, precisely this thinking that has kept this piece buried inside my computer, where it does no one any good. Thank you to Andrei Molotiu and Derik Badman for pushing me in recent months to publish the review regardless. So here it is, more or less in the state it was three years ago. Keep in my mind it was written for an art world publication. There were also word count restrictions, hence its clipped nature. What you see here, if I remember correctly, was already about 300 words over length. I said I would change many things today, including its tone, but the core opinions and suggestions I still stand by.

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Since the 1990s, there has been a rising tide against the word in comics. It has begun to gel into something like a movement, made up of artists, critics, and editors alike, involving both the creation and promotion of new wordless comics in a variety of genres as well as the republishing and anthologizing of related work from the past.

So-called “abstract comics” is one of the more extreme fronts. It names a form of wordless comics that not only dispenses with the word, but also those things traditionally allied with it, like speech, sound, plot, and interiority. Abstract comics has been a fringe genre, disseminated largely through blogs and self-published and small press booklets. With the publication of Abstract Comics: the Anthology (Fantagraphics, 2009), it has gained a more secure foothold in print.

The book collects work from 1968 to the present. It includes comics luminaries like R. Crumb, Gary Panter, and Lewis Trondheim, but is focused on new names from the past decade. Most of the work is deeply indebted to modernist abstraction, from Kandinsky’s dispersions and Cubist papier collé, to the nested squares of Albers and Abstract Expressionist blots and drips – all typically set into narrative motion across a handful of panels or pages.

Museum modernism also weighs heavily on the framing of the anthology. In his introduction, Andrei Molotiu, artist, art historian, and blogmaster of the same-titled Abstract Comics site, describes the genre as a whole in terms derived from a mix of vitalist philosophy and a classical modernist model of reflexive reduction. He writes:

Reduced to the medium’s most basic elements – the panel grid, brushstrokes or penstrokes, and sometimes color – they [abstract comics] highlight the formal mechanisms that underlie all comics, such as the graphic dynamism that leads the eye (and the mind) from panel to panel, or the aesthetically rich interplay between sequentiality and page layout.

In the same vein, Molotiu describes standard narrative structure as an “excuse to string panels together” and abstract comics as a distillation of the medium to the “feeling of sequential drive, the sheer rhythm of narrative or the rise and fall of a story arc.” In the artist profiles at the end of the book, Mark Badger – contributor of a maximalist geometric abstraction in comics form – laments how images in comics are “unable to claim their real power” while subordinated to narrative or representation. “Hopefully,” he continues, “this book will be one shot in claiming back comics from the typists.”

Abstract Comics thus offers itself as a manifesto in the tradition of high modernist art, without the extremism of its historical predecessors, but nonetheless sharing their characteristic denigration of narrative and the verbal sign as well as their calls to power through purification. The anthology, unfortunately, does not make the strongest case for the vigor of the movement it promotes. Much of the collected work is visually weak, and the modernist formalist discourse to which the book is indebted ceased to have any real traction after the socio-political and linguistic turns of art in the 1960s. Molotiu expends much of the introduction excavating precursors for this “genre without a proper tradition” from the oeuvres of art-world masters like Kandinsky, DeKooning, Alechinsky, and Johns, with only passing mention of relevant precedents within the comics medium itself. Trying to legitimize comics vis a vis the art historical canon can sometimes be self-defeating, and here it has the unintended effect of casting abstract comics as little more than a super-belated reworking of formalist painting. Especially considering the online presence of “abstract comics” and the computer-based creation of many of the contributions, it would perhaps have been more fruitful to explore the relationship of the genre to the return of various forms of abstraction in the computer age, beginning with Neo-Geo in the early 80s and then internet art and laptop music after the 90s. Instead, the top two-thirds of each page of Molotiu’s introduction are given over to rows of dingbats, a cute waste of valuable space and another statement of preference for pure aesthetic form over verbal discourse. One is left to dig through the artist profiles of Abstract Comics and the personal webpages cited therein to get any real sense of specificity to individual works and the promise that some do hold.

As is clear to any reader, the dominant trope of abstract comics is metamorphosis. Molotiu heralds work that “tells no stories other than those resulting from the transformation and interaction of shapes across a comic page.” Andy Bleck’s Haring-esque work is typical. Anthropomorphic blobs twist and tangle in goofball dances that are half cartoon tribal mating ritual and half protoplasm on a wet mount microscope slide. The contributions of the two most prominent Europeans in the anthology, Trondheim and Ibn al Rabin, make it clear that the defining figure of metamorphosis is the amoeba. Both of their works are short comedies featuring blobs swallowing nuclei and other blobs. There is a basic vitalist conceit at work here: to boil the comics medium down to pure formal dynamism entails exploring also the most basic forms of animate life.

by Andy Bleck

Most of the works are as entropic as they are dynamic, involving not only the transformation of form and energy, but also their disorganization and dissipation. Molotiu’s own works are a case in point. Produced with the aid of a scanner, “The Panic” begins with compound masses whose biomorphism once again evokes the biology lab. Over the course of a handful of panels, the masses pull apart into small globules.

Chaos, similarly, is a recurring motif. Alexy Sokolin’s “Life, Interwoven” layers ballpoint pen lines until almost the entire page is obliterated. Tim Gaze’s untitled collages are a gore-fest of inky smears and splatter, further mutilated through a technique similar to the cut-ups of William Burroughs and Brion Gysin. Billy Mavreas’ “Border Suite” again evokes the cut-up, now run repeatedly through a copy machine until all that is left is disintegrated borderlines and dispersed dust motes. In Abstract Comics as well as other statements on “sequential dynamism” in comics, Molotiu makes the musical analogy to opera. From these works, however, it is clear that noise and glitch aesthetics would be more apt in some cases.

Other works also manipulate source material. Proprietor of the reliable MadInkBeard blog, Derik A. Badman’s Flying Chief is one of the more intriguing contributions to the anthology. He has redrawn panels from a 1950 Tarzan comic without the characters, words, speech balloons, or captions. More so than abstraction or entropy, this strategy of absenting is highly effective in frustrating the viewer’s desire for an organizing figure. Badman’s image of a world without human agency raises more pointed questions than other contributors’ protozoan land before time and scenes of cosmological chaos.

Derik Badman, “Flying Chief”

Noah Berlatsky also runs a comics blog, The Hooded Utilitarian. His two one-page works are also in this appropriationist vein. He has taken pages from Asterix and X-men and redrawn them in such a mutilated fashion that frames and figure-ground relationships are splayed and then refused into an abstract mesh. There is a strong bit of Kandinsky in the results, but it’s also important to perceive amputated bodies akin to those of early Dali or later Sue Williams.

In these, as in a number of works in the anthology, there is an interest in what might be termed a logic of “vestigiality”: the organ divorced from its original function but still maintained, so that it oftentimes comes to impose upon the organism that had abandoned it. Might this principle also underlie the metamorphic comics? After all, their plasmatic substances have a striking resemblance to the spongy, pneumatic contours of the speech or thought balloon. If so, it seems that the abstraction of comics against the word and its supports is never total, but rather marked with traces of partial amputation. Abstract comics share this feature with many wordless comics, from pantomime works that gesticulate histrionically to make up for the ban on verbal expression, to indie comics around themes of melancholia, speechlessness, and pre-linguistic primitivism.

It is curious that Abstract Comics opens with R. Crumb’s “Abstract Expressionist Ultra Super Modernistic Comics,” first published in Zap Comix no. 1 (1968). First of all, its principle of non-sequitur juxtaposition is quite at odds with the smooth, linear sequentiality or serial modulation that characterizes most other works in the anthology. Secondly and more importantly, Crumb’s work was meant as a derisive parody precisely of the kind of genuflection to high modernism that Abstract Comics represents.

R. Crumb, “Abstract Expressionist Ultra Super Modernist Comics

Crumb is not alone. Burlesque has long served as a kind of prophylactic for comics artists against the perceived obscurantism and puffery of high art. A few years ago, designer Craig Yoe popularized an adequately lowbrow name for this mindset: “arf,” which is Popeye’s laugh, but comes off as a portmanteau of “art” and “barf.” At the very least, Abstract Comics represents a welcome willingness to look upon high art from the perspective of comics without such juvenile anxieties. One hopes that the future of the genre is towards aesthetic paradigms with greater contemporary relevance.

A Peter that Never Existed

The Marston/Peter Wonder Woman roundtable index is here.
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I’m not a fan of the superhero genre in general, and, while I do own a volume of the Marston & Peter run of Wonder Woman (henceforth WW), I find I enjoy reading Noah’s posts on the series more than reading the series itself. That’s not a bad thing, I guess, good criticism should increase our enjoyment of a work, right? (And now I’ve set myself up for failure.) So why am I participating in this roundtable: there’s something about I love about Harry Peter’s style. But what does that even mean? What is style in a comic: how do we talk about it, and what is distinctive about Peter’s that appeals to me? That is what I am going to try to address. We’ll see how it goes, as this post is as much an investigative process for me as it is any kind of coherent result. Let’s consider it a kind of close reading.

What constitutes the (visual) style of a comic, and more specifically how can we address the individual’s style? There is surprisingly little written about this subject in regards to comics (or else, I’m just not finding it, suggestions in the comments please). Harvey, in his Art of the Comic Book, lists style as one of the four “distinct graphic threads”, yet punts on the issue saying its “storytelling role” is “too subtle for much elaboration here.” (9-10) McCloud addresses style in Understanding Comics in the form of his big triangle and his charts of panel transitions, but he tends to generalize his discussion into broader groups and effects (and the placement of artists on that triangle often seems pretty random). Wolk writes about style in a very broad way when comparing the “mainstream” to “art” comics, but his discussion tends to over-generalize to make his point. Groensteen offers a decent introduction to comics style in his La Bande Dessinée: Mode d’Emploi, pointing out the inclusion of elements other than just the drawing/inking/coloring in the style of comics and comparing a few different artist’s styles, but it’s an introductory book so he doesn’t go into a lot of detail.

Style in comics is more than just line, tone, color, composition, and the way the images are drawn (realistic, caricatural, detailed, minimal, etc.), it is also the page layout, the découpage (“narrative breakdown” is what Harvey calls it, but I feel that the French word is less specific to narrative comics–not to be confused with shellacking paper onto boxes). All these elements work together to give the comic its style (one could, depending on the work and its context, add other elements, but for the purposes of a comic book like WW, this should do). For a single author work it is easy to attribute all these factors to the stylistic of the author, but this attribution is more difficult for the corporate comics structure that Peter worked in for WW.

Page layout, découpage, and perhaps composition can be partially or wholly attributable to the writer. Some comics writers write detailed scripts breaking down the narrative into panels, pages, even describing specific images and compositions (I’m looking at you, Alan Moore). Without seeing a script it is hard to ascertain this level of credit. Similarly, many of these comics are inked by a different artist than the one who pencilled the images. How can we then attribute the visual style of line, tone, detail? The inker could faithfully or loosely follow the pencils; the inker can add or leave out details; the inker can exaggerate or tone down the penciller’s figures. (Probably the most prominent place to see this addressed in discussions concerns the various inkers of Kirby’s work, though I’ve found it relevant in looking at Toth’s work also.) Color can also be wholly or partially attributable to hands other than the artist. Most corporate comics are colored by someone else (nameless in the days of Peter’s work), and who picked the colors is not always clear. It seems to have been common that newspaper strip artists provided color guides, but I believe that would be unusual for comic books at the time of this work.

The Grand Comics Database credits Peter did his own inks on WW, though Nadel notes that he was “aided by a number of usually female assistant” (28). This calls into question how much of the pencilling and inking we can consider “his.” But for the purposes of this post, I must assume that Marston gets credit for the story and text as well as at least some credit for the découpage, and Peter gets credit for everything else except the coloring (maybe the lettering, but I’m not concerned about that). Much of this is supposition on my part as I have not seen one of Marston’s scripts, and I don’t know the historical details of who did what. These basic assumptions give me some limitations to work within. I’ll start at the broader level and move towards the specific. For better analytical purposes, I will be discussing both issue 28 (Mar/Apr 1948) and issue 3 (Feb/March 1943). Images will be cited as ISSUE: PAGE.PANEL where I am using the page numbers on the art itself (in both cases consisting of a number and a letter (for the parts of the issue)): so the fourth panel on page 2 of issue 28 is “28: 2A.4.”

Page Layout

At first there appears to be nothing unusual or stylistically distinct to note about Peter’s page layouts. Other than the splash pages, every page in Issue 3 has 3 horizontal strips, each divided into 2 or 3 panels (6-8 panels per page). With only 2 exceptions (3: 7B,9B) every page is based on the 9 panel conventional grid layout. Even the splash pages have the single small panel that is basically 1 panel from a 9 panel grid.

Issue 28, 5 years later, shows some development in Peter’s layouts. The splash pages are now just single images. All but two of the remaining pages have between 5 and 7 panels, still quite conventional. Most are still based on a 9 panel grid, but he varies some of the panels in size to fit the composition/content: tall panels for dramatic full body images or vertically-based action, wide panels for large groups or horizontally-based action. The pages are still primarily formed out of three horizontal strips of 1 to 3 panels each, but a number of pages are formed of two strips, most often in what Chavanne calls a “fragmented” layout. For instance on page 3A the top strip starts with one tall panel (a focus on full figures) followed by two stacked panels (horizontally-based action). (For an example see the full page image in the composition section below.)

This use of the fragmented layout is not unusual to contemporary readers, as it is, at this point, a convention. I didn’t think much of it either in the context of Peter’s work until I started looking at other comics I had on hand from the time period (or a bit later, I don’t have many comics from the late 40s). Tarzan No.2 drawn by Jesse Marsh, also dated March/April 1948, proves to be even more conventional with all but 2 pages having 6 panels (3 strips, two panels each). The first three comics (drawn by Lily Renée, Matt Baker, and Warren King) dated in 1949 from Romance Without Tears all have pages with 3 strips and 6-7 panels each. The first few stories in Krigstein: Comics from 1949 also show no use of the fragmented layout. Peter’s own Man o’ Metal comic (found in Nadel) includes a couple uses of the fragmented layout, though I notice that each time it’s used Peter has included little arrows to direct the reading path. This is an another indicator that this particular type of layout has not become convention. So perhaps Peter’s layouts, with the use of these fragmented layouts, are a little more unusual for the times than I thought, though I still don’t think we can consider them a distinctive stylistic element.

More subjectively, it’s hard to say that anything about the layouts are expressive. They are mostly invisible, in the sense that unless you really look at them, they go by unnoticed. They just serve the narrative neutrally, panels placed into the page to fit the content and keep the narrative continuing smoothly. Of course, dividing the page in these ways is also the simplest from a production standpoint, which is important when you’re trying to draw a lot of pages on a schedule.

Panel Composition

Like most comics (especially at the time), characters/figures are the primary focus of the compositions. I count 8 (issue 3) and 6 (issue 28) images that are (arguably) not focused on a character or group of characters, and only 3 and 1, respectively, of those have no figures at all (it’s the monkey changed into a “prehistoric tree fox,” in issue 28 in case you’re wondering). That said, Peter does not neglect the backgrounds (since the figures are the focus, I feel safe calling everything else the “background”). He creates and maintains a sense of the settings, only occasionally eschewing any background at all, usually in cases of crowded figure groups (28: 7A.2), close-ups, and panels with lots of text.

On the whole he uses, to apply filmic terminology, medium and long shots for his compositions. Most of the scenes show the characters at a consistent size (where we can see full or almost full figures) across panels. Peter rarely uses close-ups: a few heads tightly framed with word or thought balloons, and one notable close-up of Eviless’s hand as she surreptitiously steals WW’s lasso (28: 4A.1). This last unusual panel is fittingly also a key narrative turn in the story (without it we really wouldn’t have the rest of the plot). Issue 3 has two close-ups of textual content (a letter and a news story) but otherwise is similar.

Dramatic angles (high or low) are almost never used in these two issues. The view of the characters stays at eye level and shifts only for action that almost requires a high or low angle (28: 10B-11B) or for longshots that show more of the setting.

Peter maintains a surprising sense of depth throughout issue 28. It’s not an extreme depth, we rarely see anything large and close cropped in the foreground, but all the non-close-up images at least retain some semblance of depth: groups of characters shown in deeper space or background elements placing the characters into space. The panels in Issue 3 are less deep as he used a lot of sharp, angular planes in the background that flatten the space (3: 8B.4 is a good example of an outdoor scene).

Many of the compositions in issue 28 have a strong forward (that is, to the right) motion. WW’s (and the other characters’) actions tend to direct her to the right (8A, 11A, 10B, 3C). An exception to this are the chaotic fight scenes that punctuate the story (6B-7B are a good example) where the chaos is emphasized by the composition losing that forward motion. I think this element is one of the highlight of Peter’s style and what makes his style effective for this type of action comic. Notice how everything moves forward/right in the following page with the except of the three central figures (panel 4) how are fighting against WW (also here is one of those fragmented layouts).

Figures

For many people the way figures are drawn is the key index of an comic artist’s style. Since comics are so figure-based it becomes natural that artists can be identified solely by their figure work. In common parlance the “style” of an artist is often used to mean the way their imagery is, or is not, in accordance with ideas of the “realistic.” The “photorealist” style of artists like Alex Raymond, Stan Drake, or Neal Adams as compared to a cartoon/caricatural style of Schulz, Barks, or Segar. This usage of “style” tends to come down to the way the figures (and objects) are shown to be close (or far) from “reality” as far as proportions, shape, and detail, as well as to the actual rendering of line and tone.

I’d rather not attempt to unpack these concepts here, except to note how Peter fits into these general conceptions. Peter’s figures are certainly naturalistic in many ways. They generally have “normal” proportions and move in natural ways (both the bodies and the faces) (a key exception here is Etta Candy, who is far more caricatural). Where the proportions are abnormal is where Peter starts to be distinguished. His characters are large in the shoulders and head, while hips, waist, and legs tend to be much narrower. He also draws men differently than woman, which is so befitting of this series one wonders how much it is a general aspect of his style and how much it is something he took on for the series. His male characters (which are very few in issue 28 and not much more plentiful in issue 3) have really outsized heads and shoulders, with angular, blocky faces with prominent cheeks, jaws, and foreheads. All of which often renders them bit grotesque. Steve Trevor is one weird looking dude (28: 10A.5, below). Peter’s women tend to be more glamour girl-ish, a gender distinction which is not unprecedented in comics. Cliff Sterritt’s Polly and Her Pals featured Polly as a stylish glamour girl while her parents were caricatured figures. The eyebrows on Peter’s woman are also quite pronounced and arced, in a way that is reminiscent of Caniff, while their eyes are often enlarged (more so in issue 28).

Peter’s figures have a strong sense of movement and dynamism to them in Issue 28. His generally curved line adds to this effect as does the way his figures curl in upon themselves. Even in action WW’s legs and arms are often bent in towards her body (leaping with legs bent in at the knee). One could almost read that as working in conjunction with Marston’s bondage themes. The characters’ actions are both freeing and restricted.

I note in comparing issues 3 and 28 that the figures in issue 3 are stiffer, a bit more awkward looking, while in issue 28 they are softer, more rounded. Another example of Peter’s evolving drawing style, though also potentially an effect of changing assistants. Personally, I find the earlier work more distinctive if considerably more rudimentary looking from a pure figure drawing point of view.

Line

Peter’s line work is one thing that really attracted me to his work when I first saw it. There was something vibrant about his lines and the way they curved and bled together that was so unusual in the early issues I read. Issue 28 is a disappointment in this regards. Peter’s inking seems to me really conventional for the issue, though it is technically competent. He has a pretty consistent line weight that tapers at the ends and thickens on the curve and to emphasis volume and shadow (a nib pen, clearly). His characters are drawn with a line that is mostly consistent to that used on the backgrounds. His blacks (most notable in this issue on the some of the villains’ clothing and on the bodies of the half-ape people) tend to be a little messy looking, a conglomeration of feathered strokes. He doesn’t make much use of pattern or texture, with the exception of costuming (stars, leopard spots, prison stripes), and the occasional banal brick pattern. The work does not show the flair that makes you really notice and appreciate him solely for the way he used a pen or brush.

Much of the above seems to work against the distinctive aspects of Peter’s style. In so many ways, his work in these issues seems so conventional for the context. Or perhaps I am missing some aspects by ignoring the color and the découpage or all the other aspects of comics I haven’t even addressed. On the whole Peter is not what you’d call an innovator: he’s not pushing the form, nor is his art particularly ostentatious.

The Idiographic

I steal this usage from Charles Hatfield’s Hand of Fire to label the distinctive aspects of an artist’s style, those that work as signs to identify that particular artist. We might say that it is a combination of all these factors (and more that I’ve surely missed) which work together as a kind of networked sign of “style,” but I think we can draw out certain aspects that veer away from the conventional aspects of the work and those indistinct aspects which were/are shared with many other artists. There is a certain amount of subjectivity to this endeavor. These are the parts of his work that I see as distinct.

The older issues of the series (like issue 3) have this scribbly, curly-cue line that is really distinctive, used in clouds and hair and foliage. The early issue also seems to be more curvy in general, where the folds in clothes, muscles and visible bone structure (knees, clavicles, shoulder blades), and flanks of animals all have a distinctive curve to them. That little bit of excess seems stripped out in issue 28. Is this just a result of Peter changing his style, becoming a little more conventional? Or is this a result of changing assistants (or adding assistants since those early issues)? It is a good reminder that style is variable over time.

I’m particularly enamored of the clouds and puffs of smoke or gas that pepper the series (3: 6D.7; 3: 12A.4):

Or these gowns with their thick, swirling curves (3: 6A.5-6):

Another aspect that stands out is Peter’s drawings of the materially insubstantial–the flames and power rays–and the non-diegetic (I struggle here for the right term, the elements that are not actually there in the story world)–the motion lines and thought waves. Below is great example with the licks of flame and the “blue hypnotic ray” (28: 11B.4):

Or these panels (28: 2C.5-6) with the flames, the wavy black lines of smoke or shadow, and the little glow around the sword WW carries. The curly hair in those two panels are also very Peter to me.

The next page (28: 3C.1-4) offers some great Peter motion lines that add such dynamism to the panels (and often counteract the stiff figures in bondage).

I don’t even know what this little pink puff is (some kind of Paradise Island foliage?), but I love it (3: 10A.2):


(see full panel below)

In comparing my “Archive Edition” volume with scans from the original comics (below: the top image is page 102 from the Archive volume, the second is the original), I can also see another factor that affects how one reads a style, the reproduction. The archive edition has a thicker line to it, which causes some of the tighter line work to bleed together. Some may cry foul at that, the scans and printing have changed the work, but I actually like Peter’s work that way (the updated colors are another story). The drawing takes on a bit of a woodcut flair to it because the black becomes more prominent and denser on the page. Am I perhaps then a fan of a Peter that never existed, a creation of modern reproductions, an artist in my own mind?


References

Benson, John, ed. Romance Without Tears. Fantagraphics, 2003.
Chavanne, Renaud. Composition de la Bande Dessinée. Éditions PLG, 2010.
Groensteen, Thierry. La Bande Dessinée: Mode d’Emploi. Les Impressions Nouvelles, 2007.
Hatfield, Charles. Hand of Fire: The Comics Art of Jack Kirby. U Mississippi, 2012.
Harvey, Robert C. Art of the Comic Book. U Mississippi, 1996.
Marsh, Jesse, and Gaylord DuBois. Edgar Rice Burroughs’ Tarzan: The Jesse Marsh Years. Dark Horse, 2009.
Marston, William and Harry Peter. Wonder Woman No. 3. DC Comics, 194
–. Wonder Woman No. 28. DC Comics, 1948.
–. Wonder Woman Archive Edition v.2. DC Comics, 2000.
McCloud, Scott. Understanding Comics. HarperPerennial, 1994.
Nadel, Dan, ed. Art in Time: Unknown Comic Book Adventures, 1940-1980. Abrams ComicArts, 2010.
Sadowski, Greg, ed. B. Krigstein Comics. Fantagraphics, 2004.
Wolk, Douglas. Reading Comics: How Graphic Novels Work and What They Mean. Da Capo Press, 2007.

#7: The Locas Stories, Jaime Hernandez

For better or worse, American comics has been an art dominated by its characters. Even the most uninterested of Americans if asked about comics would, no doubt, think of characters rather than artists or titles: Garfield, Superman, Spider-Man, etc. The tradition holds an equal stable of character pairs: Batman and Robin, Archie and Veronica, Charlie Brown and Snoopy. If the pair of Maggie Chascarrillo and Hopey Glass, the protagonists of Jaime Hernandez’s Locas, have not entered this popular pantheon, it is perhaps because of their shorter history or, due to their cursing and having actual sex (sometimes with each other), their lack of an “all ages” audience. Or maybe it’s because, unlike my other examples, Maggie and Hopey are dynamic individuals, rather than static icons.

Almost all of the Maggie and Hopey stories have originally appeared in Love and Rockets, the anthology series Hernandez produces with his brother Gilbert. Over a 30-year period, he has done something quite rare with his famous pair: he has built up their lives as a massive, unfolding narrative. Since their introduction in 1981, Maggie and Hopey have aged and their world has grown. Unlike most other comics, these stories exist in time—not just in the passing time of their reality-based world, but in the passing time of the characters themselves. Like Frank King’s Gasoline Alley (and few others), the characters age over the course of the series (although not quite in real time). Rather than maintaining the status quo in endless repetition, Hernandez makes change a defining element of the series’ trajectory.

First seen as a teenage punk, by the time of the most recent stories (last year’s Love and Rockets: New Stories v.3) Maggie, the character given the most attention, has passed her 40th birthday and her life has changed as much, if not more, as it’s stayed the same. In tracing the lives of his characters, Hernandez does not offer a simple chronology of events; his narrative style in many ways echoes the reality of making friends. We learn about Maggie like we learn about our friends: stories come out over time. We are there for some of the big moments but miss some of them, too. Years later we hear a childhood story or some small anecdote that fills in a missing piece, a missing clue to their actions and personality. Part of Locas’ power is this sense of Maggie, in particular, as a friend or acquaintance. We are not privy to all her thoughts and actions. We see her this week, but then lose touch for a few months, or even a few years of blank times and secrets. It is often as telling what Hernandez leaves out as what he puts in.

The stories Hernandez tells are grounded in a contemporary reality (one that, unlike most comics, acknowledges race, sexuality, and class) but are also willing to touch on a host of modes and genres. The early stories are a little too rooted in science fiction-esque adventure, and a recent story delved too long into nostalgic superhero tripe, but for the most part the shifts into the fantastic feel fully integrated with the real emotional drama (and comedy) of his characters, all of whom live and die, love and lose, work and play, and go about their lives in a way that has clearly provided decades of reading pleasure for more than just this fan.

Throughout the series, Maggie struggles with her sense of self-worth, her ever-changing relationships with family and friends, and more recently her aging and the passage of time (I think it no coincidence that recent stories delve back into her childhood and revisit a number of relationships from her past). With the accumulation of time (and pages), Hernandez is increasingly able to wring emotional weight from small moments and allusive reference in a way less expansive works cannot accomplish. The intertwining threads become more prominent with re-readings as brief mentions early in the series become full-grown stories years or decades later. Hernandez has created a sense of history (albeit fictional) in Locas that is unparalleled in any other comic.

A project like Hernandez’s gains effect from the way its physical manifestation exists in a time similar to the narrative. Rather than experiencing the characters’ lives in a single unified chunk that compresses and smooths over the changes of time (like a novel or film), Locas as a series of publications and Hernandez as an artist have both grown along with the narrative content. The youthful adventures of Maggie and Hopey are the youthful drawings and writings of Hernandez and the youthful expressions of the “alternative” comics scene. As Maggie ages, as Hernandez refines his work, so too have the publications grown along with the changing realities of the comics market to be one of the last serialized “alternative” comics from the era Hernandez (and his Love & Rockets co-creator/brother Gilbert) helped found.

All these narrative pleasures would be lost without Hernandez’s clean visuals, a stripped-down amalgamation of influences from the comics of his youth. Examples include the stark contrast and framing of Alex Toth and the stylized cartooning of Harry Lucey, Bob Bolling, and other Archie artists. His style is never ostentatious, and over the years his line has simplified, tones are rarely used, and only two stories have appeared in color. He is not afraid to make use of many of the tropes of comics for both comedic and serious purposes. Of particular note are the breadth of his character designs and the skill he shows in depicting his characters’ aging faces and bodies. His images not only clearly convey the story, they add to its impact.

For readers unfamiliar with the material, the earliest stories are not the best entry point (as is the case with many long-running series), so I’d recommend The Girl from H.O.P.P.E.R.S., the second volume of Fantagraphics’ most recent series of reprints. This volume includes the early masterpiece “The Death of Speedy,” which gives a better feel for Hernandez’s more mature stories.

Derik Badman is a artist, critic, and web developer. His blog and comics can be found at MadInkBeard, and he regularly writes about comics at The Panelists. He did the tech work and theme customization on the current Hooded Utilitarian site design, and he occasionally contributes to the site as well.

NOTES

The Locas Stories by Jaime Hernandez received 24.5 votes.

The poll participants who included it, in whole or in part, in their top ten are: Jessica Abel, Deb Aoki, Michael Arthur, Derik Badman, Eric Berlatsky, Matthew J. Brady, Sean T. Collins, Corey Creekmur, Mike Dawson, Andrew Farago, Jenny Gonzalez-Blitz, Charles Hatfield, Jeet Heer, Nicolas Labarre, John MacLeod, Matt Madden, Chris Mautner, Ray Mescallado, Jason Michelitch, Andrea Queirolo, Martin Rebas, Charles Reece, James Romberger, Joshua Rosen, Marcel Ruitjers, Noah van Sciver, Betsey Swardlick, Kelly Thompson, Matthias Wivel, and Douglas Wolk.

Derik Badman, Eric Berlatsky, Sean T. Collins, Jeet Heer, Nicolas Labarre, Martin Rebas, Charles Reece, and Matthias Wivel voted for The Locas Stories.

Jessica Abel and Matt Madden voted for the entirety of Jaime Hernandez’s work.

Charles Hatfield and Ray Mescallado voted for the story “Flies on the Ceiling.”

Chris Mautner cast his vote for “Browntown” and the two-part story “The Love Bunglers.”

James Romberger voted for “Spring 1982.”

Marcel Ruitjers voted for “The Death of Speedy.”

Noah van Sciver voted for The Girl from H.O.P.P.E.R.S collection.

Douglas Wolk voted for the Love and Rockets stories of Jaime Hernandez.

Deb Aoki, Michael Arthur, Matthew J. Brady, Corey Creekmur, Andrew Farago, John MacLeod, Jason Michelitch, Andrea Queirolo, Joshua Rosen, Betsey Swardlick, and Kelly Thompson voted for Love and Rockets, the anthology series Jaime Hernandez produces with his brother Gilbert Hernandez, and where almost all of The Locas Stories originally appeared. These votes were counted as a 0.5 vote each towards The Locas Stories’ total.

Mike Dawson voted for Love and Rockets, but he singled out the stories “Flies on the Ceiling” and “The Death of Speedy,” so his vote was counted entirely for The Locas Stories.

Jenny Gonzalez-Blitz voted for Love and Rockets, but she singled out the story “Flies on the Ceiling,” so her vote also went entirely to The Locas Stories’ total.

The Locas Stories began with the story “Mechan-X” in Love and Rockets #1, self-published by Jaime Hernandez and his brothers (also fellow contributors) Gilbert Hernandez and Mario Hernandez in 1981. Fantagraphics Books reprinted the issue with a new cover in 1982. (Fantagraphics’ flagship publication is The Comics Journal, for which Jaime and/or Gilbert had produced work as contributing artists since at least 1980.) The first Fantagraphics issue also started a Love and Rockets periodical series that has continued in various incarnations to this day. The current version is Love and Rockets: New Stories, which appears annually. The fourth issue is currently scheduled for release in September.

Fantagraphics has actively reprinted material from Love and Rockets in book collections since 1984. To best understand their current publishing plan, please go to this page, titled “How to Read Love and Rockets,” on the company’s website. As Derik Badman indicates in his essay above, the best book with which to start reading The Locas Stories is probably The Girl from H.O.P.P.E.R.S. This contains the stories “The Death of Speedy,” “Spring 1982,” and “Flies on the Ceiling.” It also includes this writer’s favorite, “Tear It Up, Terry Downe.”

–Robert Stanley Martin

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