Tagged: comics

Book-a-Day 2018 #174: 5 Worlds, Book 2: The Cobalt Prince by Siegel, Siegel, Bouma, Rockefeller & Sun

I don’t read enough books aimed at kids to really know the shapes of subgenres these days, and so it’s dangerous for me to speculate. But I’m pretty sure the 5 Worlds series is not the only graphic novel series these days marching down the trail that Kazu Kibuishi’s Amulet  series blazed.

I’m not saying that to point a finger: the opposite, in fact. I think there’s a whole bunch of books like this: fantasy adventure stories for middle-grades readers, told in graphic novel form, with groups of spunky kids and their quirky adult allies racing to save their entire, weirdly-constructed worlds from some manner of Dark Lord that particularly resonates with kids.

What I am saying is that I won’t be able to explain the places the 5 Worlds series breaks away from that subgenre, and what ways it’s faithful to it. I can only say that I see a dim territory stretching out behind this book, full of other wonders, and then describe what’s right in front of me.

What is right in front of me is the second book in that series, The Cobalt Prince . (I didn’t see the first one, The Sand Warrior.) It’s co-written by brothers Mark Siegel (Editorial Director of First Second and cartoonist of the excellent graphic novel Sailor Twain ) and Alexis Siegel (writer and translator of various things, including Joann Sfar’s The Rabbi’s Cat), and drawn by a team of three: Xanthe Bouma, Matt Rockefeller, and Boya Sun. Neither the book itself nor the cover letter explained how the three divide art duties, so insert a graphic of me shrugging here. Maybe it’s the old pencil-ink-color, maybe it’s figures-backgrounds-finishes, maybe they all work in the same style on different pages, maybe something entirely different.

Our Chosen One this time is Oona Lee, a preteen girl who is one of only two Sand Dancers — the particular kind of magic used in this universe — who can call the Living Fire. Our universe is made up of five worlds: it seems to be one large planet and four moons, all habitable. (I don’t see how that can be possible, but this is not hard SF.) Each planet has a magical beacon which can only be lit by the Living Fire, and Oona believes the beacons of all five worlds must be lit to make everything right. (It is not hugely clear in this book exactly what was not right, though there is a big evil thing called the Mimic lurking around and threatening everyone.) In the first book, she lit the beacon of Mon Domani, the central mother world.

So, at the beginning of this book, she’s off to the next world — Toki, the blue one, seat of a militaristic blue people — to light the next beacon, along with her friends Jax Amboy (a popular professional athlete who is secretly an android) and An Tzu (who is slowly disappearing because of some mystical disease which will definitely be plot-important).

Possibly new in this book is Oona’s long-lost older sister Jessa, who went away with the Toki people when Oona was very young, Jessa has since become blue, like the Toki people, lost her ability to call the Living Fire and may have been ensnared by a body-possessing spirit of evil called the Mimic (the Dark Lord of the series).

There are shocking revelations, several Everything You Know Is Wrong moments, lots of magical and physical battles, at least one noble sacrifice, and one character coming back from what seems like certain death. It’s a good adventure story in this middle-grade mode, and will be very appealing to fans of Amulet or The Last Airbender (which seems to have seriously influenced the magic system here). Its appeal to adults is not quite as strong; we’ve seen things like this many times before. But it’s good at what it does, has nicely rounded, attractive art, and delivers on what it promises.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #171: Demon by Jason Shiga (4 volumes)

When religious people talk about the dangers of pure scientism, they’re talking about Jimmy Yee. Maybe a bit about his creator, Jason Shiga, too.

But Yee is the poster boy for why believing in only what you can prove is really, really bad: he murders an appreciable fraction of the entire human race during this story, mostly because he sees no reason not to. And the only possible ethical justification is that, most of the time, he’s only killing himself.

Without getting into the traditional arguments against suicide, I think we can all agree that killing yourself is at the very least generally less bad than killing someone else. But what if every time you kill yourself, you also kill someone else by taking over their body?

Demon  is a very Jason Shiga comic, which is to say it takes a particular premise and then inexorably rolls out all of the entirely logical consequences of that that premise, leaving human feeling (except for a certain glee in destruction and mayhem) entirely out of the equation. The worldview here is a kind of happy nihilism: nothing matters, everything is disposable, and that’s wonderful for our viewpoint character.

Or, to put it another way: Demon is Miracleman #15 from the viewpoint of Kid Miracleman, going on for several hundred years.

Actually, that’s another thing that’s annoyingly cartoony about Demon: it goes on for well over two hundred years, but society and technology don’t change in the slightest. Oops, that might be a spoiler.

I should probably explain all of those disjointed thoughts.

OK. This long, multi-volume graphic novel [1] opens with Jimmy Yee, in a cheap motel room. He hangs himself. He wakes up in bed in the same cheap motel room, and slits his wrists in the bathtub.

And wakes up in the same cheap motel room. And kills himself with the gun he finds in a drawer.

And wakes up in the same cheap motel room. And takes an overdose of pills.

And wakes up in the same cheap motel room. And runs out into traffic to be hit by a semi.

And wakes up in Intensive Care, with the truck driver’s daughter crying over him. And manages to go for several hours without killing himself.

Eventually, Yee figures it out: he’s a demon. (Why a “demon?” Metafictionally, for shock value on Shiga’s part. In-universe, it just seems to be the word Yee randomly fell upon to describe himself.) When he dies, he instantaneously takes over the body of whoever is closest to him. He wasn’t waking up in the same motel room — he was serially possessing, and then killing, every single person staying at that motel.

There are a few other rules to his demonic self — and it turns out to be a SFnal rather than fantasy explanation, as one would expect from Shiga — which come out in time. But that’s basically it: live forever, take over other bodies when you die, do whatever you want without consequences as long as you can find a way to kill yourself.

The Javert to Yee’s Valjean is “Agent Hunter, OSS,” part of a super-secret US government operation designed to control and utilize demons…of which Yee is the only one when the OSS finds him. (OK, it’s not quite that dumb, but it’s close — Shiga is rolling out complications at speed and not worrying a lot about how plausible any of them are.) As usual, Shiga is good on complications and logical extrapolation and sometimes shaky on worldbuilding — “but what if” is generally good enough for him.

Hunter wants to use Yee, and any other demons there may be — and Shiga isn’t going to let the opportunity to add more baroque complications pass him by — for a grandiose and supposedly humanitarian purpose. But, of course, to do that, he needs to set up fiendishly complicated control structures to keep Yee confined.

And it’s that fiendish complication, both of control and of breakthrough, that Shiga really cares about. Demon is not about what it’s like to live forever, to be be able to be anyone, it’s about how to do the seemingly impossible using just the demon ability. Even when having the demon ability would let one find more elegant and interesting ways to solve problems, Demon always comes down to “kill lots and lots of people, often but not always yourself repeatedly.” Yes, Yee does have his Sad Jaded Immortal moments, since those are required of any story like this, but at least Shiga gets them over with quickly.

What Shiga does take joy in is those complications, and the megadeath is really just a way of keeping score — for all the gore and horrible things here, Shiga’s cartoony art and relentless eye for a weirder, more complicated way to keep demons out or fight their way in is what makes it exciting and fun.

It’s a borderline sociopathic kind of fun, admittedly. But it is fun nonetheless.

I don’t think the ending entirely makes sense — Shiga makes one more twist on his demon concept, and I don’t see how that actually works — but he needed to do something like that, just to make an ending for this thing. It’s certainly as plausible as anything else in this crazy story.

Fort many, many readers, Demon will be too much. That may include a few of you who think it’ll be just fine — it’s the kind of story that just keeps going, and hits places you might not want to go with it. But it’s an interesting book by a great comics creator, and it’s in many ways the purest Shiga book yet. It is horrifying and laugh-out-loud funny and nutty and goofy and appalling in its inventiveness. It’s all Shiga, bless his heart.

[1] It was originally serialized as a webcomic, and then collected. In fact, it seems to still be available online , though I think it’s not supposed to be.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #153: Dungeon: The Early Years, Vol. 2: Innocence Lost by Joann Sfar, Lewis Trondheim, & Christophe Blain

Dungeon Fortnight #2

Hyacinthe was still basically an innocent at the end of the two albums collected in The Night Shirt, but the back half of the Early Years sub-series, collected in the English-language book Innocence Lost , definitively turns him into the older, cynical Keeper that we see in Dungeon Zenith. He starts off still as the somewhat deluded and not-particularly-effective nocturnal vigilante The Night Shirt, but keeps learning the world has greater and greater depths of suffering and venality and nastiness than he ever expected.

Even what he thought would be his triumphant moment — saving his love, the assassin Alexandra, and falling into bed with her — is sordid and twisted. This is the point in the long Dungeon series when that Gallic fatalistic philosophy really starts to kick in: that the world is horrible and will never be right, and that random events toss us around, no matter what we want.

That’s the story of the first book collected here — Une Jeunesse Qui S’Enfuit, as it was in French — which follows immediately on the stories in The Night Shirt. Hyacinthe is getting somewhat better at his vigilante activities, but he’s continually stymied at the difference between how he expects the world to be and how it actually is. The first few pages show that brutally: he can find and defeat criminals, but can’t return the money they stole to the random people it was stolen from, or even give it to an orphanage successfully. And then he goes to woo Alexandra again, becoming fully a part of her world in ways he never expected.

By the end of that story, Hyacinthe has become the man who will be the Keeper eventually: he’s finally had it beaten into him how Terra Amata really works, and he can make that world work for him. We see him get more and more confident as the story goes on, as more and more of his illusions are broken and he finally learns to take the cynical, horrible world as it comes.

It’s a tragedy, if you like. Hyacinthe is the only major character in all of the Dungeon books who ever tried to do good altruistically. And he only succeeds in any of his aims once he gives up on that forever.

The second book here is After the Rain (Apres La Pluie in French; it actually has an inter-title to give it an English title, which not all of the Dungeon books do), which takes place several years later. It’s set in the immediate aftermath of the Monstres story Heartbreaker, but, if we’re reading in this order, we don’t know that yet. We begin with Hyacinthe at the grave service of his wife, Elise, who was just assassinated.

The roles have switched: Alexandra is now chasing Hyacinthe, and she’s trying to stop the construction of the subway under the city for Hyacinthe’s old professor, Philip Cormor, as a way to get back Hyacinthe. That subway will make a lot of money for Hyacinthe and his partners, but it’s also likely to completely undermine Antipolis and destroy the city. But since when does anyone in Terra Amata think about problems tomorrow when they can get something they want today?

It’s not as simple as convincing Hyacinthe. It’s not even as simple as getting him, as the Night Shirt, to threaten all of the government officials. And Hyacinthe both wants Alexandra — or his idea of Alexandra — and isn’t ready to actually be with the real woman she is. So it all goes wrong: Hyacinthe is seriously injured and becomes suicidal. Work on the subway begins again. It all goes to hell.

In the end, Hyacinthe is in the Dungeon, surrounded by his monsters. It’s a happy ending, I suppose: his wife is dead, his city is destroyed, the Assassin’s Guild he ran shattered, but he’s back home and in a stronger position than ever.

Like the first volume, this is written by the creators of Dungeon, Joann Sfar and Lewis Trondheim, with art by Christophe Blain. These are dark stories, taking place on rainy rooftops and dark rooms and caverns far beneath Antipolis, and Blain is very good at darkness and sudden violent action. He has the knack of drawing enough to show a whole world without drawing every last detail — some of the Dungeon artists to come will be more detailed, or less. Blain was a good choice for the stories set in crowded, noisy, messy Antipolis; others will do equally good work for different places and times.

I see I’m not talking about the humor much yet: these books are funny, and some sections even comic — but Early Years has a humor more sardonic than joking, and a tone like whistling past the graveyard.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #150: Chew: The Omnivore Edition, Vol. 4

So, there’s a world where all of the superheroes get their powers from food. It’s not actually weirder than any other superhero universe, to my mind, but it’s definitely weird in a different direction. I like that, since superheroes tend to be all too much of the same thing all the time, but I know mine is a minority taste in the vast land of ComicShopia.

(Oh, and I’m sure a lot of people — maybe even the creators — would object vociferously to my characterizing bizarre and impossible food-related abilities as “superpowers.” Those people are wrong, and probably too uptight, as well.)

Anyway, there are “food weirdos,” as one character calls them. They have long, silly, Latinate terms to explain what it is they can do, which are often dangerous or violent and are also, of course, silly. John Layman and Rob Guillory told a long, funny comics story in that world, and called it Chew. That comic ended a couple of years back, but I’m still catching up.

(If you are also catching up, I started off by reading the smaller paperback collections: see my posts on volumes one and two and three-through-five and six . I’ve now switched to the medium-sized hardcovers, which each collect what would otherwise be two paperbacks, and have discovered there are now jumbo-sized hardcovers, making the just medium-sized ones difficult to find.)

So this one is Chew: The Omnivore Edition, Vol. 4 , at the roughly two-thirds point in the overall story. If you’re new to Chew, don’t start here.

A very sad thing happened to our central hero, Tony Chu, at the end of the previous volume — I’m not going to say what it is, because many of you reading this might actually want to read Chew yourselves. I will instead be vague. The aftermath of the very sad thing permeates this entire volume — all ten issues reprinted here. The overall plot — the search for the evil “vampire” who has been hunting other food weirdos and killing them to harvest their powers, the secret behind the bird flue epidemic that is this world’s immediate divergence point from our own, and various interpersonal and inter-departmental squabbles involving Tony and his friends and the various government organizations they work for — is also charging forward, in its own weird and quirky way.

So, frankly, there’s not much I can say about this volume. Lots of stuff happens, and it is generally silly and/or goofy stuff — though it can all be taken seriously within the deeply quirky world of this story — but it’s all stuff that follows on from stuff that happened earlier.

Don’t start here. But do read Chew, if you haven’t before. You can probably get the first collection cheaply, in print or electrons, and this is a book that definitely continued as it began. It is weird from top to bottom, in a lovely, fun way.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #144: Patsy Walker A.K.A. Hellcat!, Vol. 1: Hooked on a Feline by Kate Leth, Brittney L. Williams, and Natasha Allegri

Continuity is a bitch.

For example, how old is Patsy Walker? She first appeared as a teenager in 1944’s Miss America Magazine #2, which would make her an octogenarian in 2018. If we use her in-universe high school graduation date — 1964, after twenty years of high school — she’d still be in her early seventies.

Even the superhero version of Patsy should be in at least middle age, given that she was on the Defenders in the mid-’70s. Admittedly, she’s been dead at least once, which might have provided some rejuvenation — but, still, there’s no reason she should be running around like a crazy Millennial when she’s clearly Greatest Generation.

But Marvel Comics has a powerful interest in keeping Patsy Walker as a property they can exploit, and they know well that the Wednesday Crowd doesn’t buy comics about old ladies. [1] And there are creators with inexplicable fondness for any random character you could name, which of course includes ol’ Patsy.

(And Marvel did realize, not all that long ago, that women are actually half of the human race, and so making more comics by and aimed at women might not be as stupid an idea as they’d insisted for the past four decades. We all know about the backlash to that, because superhero comics fans get really shirty when they get an inkling the world does not revolve around them.)

So, yes, we got a rebirth of Patsy Walker, befuddled Millennial, who seems to have been born no earlier than the first Nirvana album (as opposed to Benny Goodman) and who somehow is still clueless about life despite being a superhero for forty-five real-world years. Hey, it’s a living, right?

The first collection of the recent Patsy comics is Patsy Walker A.K.A. Hellcat!, Vol. 1: Hooked on a Feline . It’s written by Kate Leth, with the first five issues here drawn by Brittney L. Williams and the last drawn in a radically different style by Natasha Allegri.

It apparently launched out of a She-Hulk series that had Patsy as a supporting character, since she’s just been laid off as an investigator as this series starts. (Which is fine, since my understanding is that law firms tend to contract for investigative services as they need them, not keep people on staff as full-time snoops.) And, I guess because “comics for women” these days means “young and free-spirited,” Patsy’s life is in turmoil — she was living in a broom closet and has essentially no possessions.

But the young and free-spirited young female protagonist is also indomitable, and so Patsy is equal to all of her obstacles — quickly finding a new place to live with a new roommate, reconnecting with old friends, and hatching a plan to start a superpowered odd-jobs service. (I frankly find it hard to believe that business services companies and tech start-ups haven’t already leveraged superpowered individuals into multiple billion-dollar businesses, but nothing actually happens in the Marvel Universe unless the star of a comic makes it happen.)

Meanwhile, the comics that Patsy’s now-deceased mother wrote about a fictionalized version of Patsy and her friends — which are now, what? the equivalent of The Babysitter’s Club in this timeline? — are being republished, because Patsy’s old frenemy Hedy owns the rights. This deeply annoys Patsy, not least because she isn’t getting a cent from them.

There’s also some actual super-heroing, mostly against a supervillainess who even the plot admits is a cut-rate Enchantress and whose plot is basically to gather a bunch of lousy brand-new powered villains, have them break stuff, and then profit through the miracle of Underpants Gnomes. It doesn’t work, of course — funny, isn’t it, how naughty dentists always make that one fatal mistake?

Patsy Walker A.K.A. Hellcat  is fun and zippy and youthful and energetic, even if I personally think Ms. Walker should be a lot less youthful than she’s shown here. The art is crisp and very colorful — Allegri has a different, almost chibi-esque style for the last issue here, but the coloring ties it all together and it’s art with a similar feel and bounce to it.

Very little of this had to be about Patsy Walker — any minor superhero with a complicated past would do, and they pretty much all have complicated pasts by this point. But it’s a fun story, and doesn’t take any of the superhero furniture seriously, and actually tries to find a socially useful purpose for people who can do weird things. That’s all good stuff. So, of course, this series only ran seventeen issues.

[1] Although a superhero midlife crisis comic — where the main character isn’t drawn to look late-twenties like everyone else all the time — could be interesting. We get the “why do I spend my time punching guys with panty hose over their heads” Superhero-No-More! plotline regularly, but it’s never tied to the fact that Random Hero X has been doing this for decades like a treadmill.

Patsy Walker could be a good choice for a Lady of a Certain Age comic, with her long history of never being that major and actually being divorced from the Son of Satan — that catty dialogue writes itself. It’s a good question: is she really supposed to still be in her twenties after everything that’s happened to her in seventy-four years of comics?

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #143: The Last Dragon by Jane Yolen and Rebecca Guay

I can’t prove this is the best strategy, but I tend to read a book first and then research it afterward, when I’m trying to figure out what to write here. As you may have noticed, I can be opinionated, so I try to minimize the chance of having strong opinions about something before I read it — oh sure, it never entirely works, since you have to know something about a book to even want to pick it up, but I think it helps.

So when I tell you that I had a suspicion that The Last Dragon was based on something, I mean exactly that: a suspicion, lurking in my head as I read the book and particularly Neil Gaiman’s introduction. The book itself just said that it was a graphic novel, written by Jane Yolen and painted by Rebecca Guay.

Now that I have finished reading it, I can google away. And so I find from Yolen’s site that it was based on something: her 1985 story “Dragonfield.”

Does that change anything? Well…not really. I don’t think I’ve ever read the original story, and it’s not like Last Dragon is set in a wider fantasy universe or anything. This is just one story about one place and one group of people. But if you’re a huge Jane Yolen fan, you might know the story — so think of this as a consumer notice.

Last Dragon is vaguely medieval, in the sense that things seem to have been the same way for a long time. There’s no sign of lords or wars or that kind of thing — it’s the usual fantasy medieval world, with only as many details as the story needs. There’s an archipelago where dragons used to live, long ago before men came. When men came, they killed all the dragons, of course — that’s what men do.

It’s now two hundred years later, and dragons are barely a memory in the town of Meddlesome, far out at the end of those islands. But we the readers know one lost dragon’s egg has emerged and hatched, and that there is one dragon, growing and eating, not too far from Meddlesome.

But in that town, there’s a herbalist who has three daughters — a serious, hardworking one; a dreamy, wool-gathering one; and an inspired, driven one. That third daughter, Tansy, is our heroine, as of course she must be — it’s always the youngest child of a matched set.

Eventually the dragon is found and the threat understood, but it takes a while: meeting the dragon is generally equivalent to being eaten by him, so there are only rumors and fear for a while. Meddlesome knows it must slay the dragon, but those skills are long dead. A few young men set off to find a hero, and come back with someone who looks like a hero.

And, eventually, the heroine becomes part of a plan that bears an odd resemblance to the plot of A Bug’s Life. (But, again, the original story here was from 1985; much earlier.) And the title is both true and, in the end, not true, when there is no longer a “last dragon.”

This is a relatively simple fantasy story, with a dragon that is a destructive force but nothing more. It doesn’t talk, like those of Tolkien or Le Guin, doesn’t hoard treasure, doesn’t have old secrets. It’s just a big, destructive animal that’s difficult to kill — but “difficult” is not the same as “impossible.” There are moral lessons along the way, but fairly benign and positive ones.

Guay brings a painterly feel to this story — the cover doesn’t well represent her work inside, for whatever inexplicable reason. Her work here is generally realistic, but becomes flatter at times, perhaps for that fairy-tale feel. It’s evocative art that grounds the world well — these are real places and people, and a dragon of flesh and blood and fire.

Last Dragon is a perfectly nice little fantasy story: I didn’t love it, but I liked and respected it. It may just be that I have seen far too many stories about dragons for far too many years to be able work up much enthusiasm for this fairly basic version. If you’ve read much less fantasy yardgoods than I have, it shouldn’t bother you.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #141: The League of Extraordinary Gentlemen: Century by Alan Moore and Kevin O’Neill

Alan Moore is a deeply self-indulgent writer, always wallowing in his particular obsessions and loves. He gained huge fame for the times his obsessions lined up well with those of a wide audience — and, of course, for being really good at making compelling stories out of those obsessions.

But the downside of being a writer driven by obsessions is that they can leave you vulnerable to making a major work hinge on something really trite.

For example, the central premise of the three-part third major “League of Extraordinary Gentlemen” story, Century , is essentially that everything in the western world went to hell about 1969. To put that another way: the world is now a fallen place, utterly broken from the paradise it was when Alan Moore was younger than sixteen.

Well, duh. Most of us call that growing up. It takes a Baby Boomer to apply mystic, cosmic significance to his personal adolescence.

(A quick consumer note: I read Century as the three individual volumes — 1910, 1969, and 2009. They’re squarebound, and I had them on a shelf, but I’m not totally confident they would count as “books” to most people. The series has since been published as a conventional single volume, though, and that’s what I’m linking to.)

Now, admittedly, League of Extraordinary Gentlemen has been extraordinarily self-indulgent from the beginning, and that was the point. This is a world stuffed full of Moore’s versions of everyone else’s characters and ideas, all done his way, so that everything makes sense in his mind. (I said something similar at greater length recently when looking at the LoEG spinoff Nemo Trilogy . And, ten years ago, I was less positive about the second-and-a-half League story, Black Dossier.) Very few fictional worlds develop wikis by third parties to explicate all of the background details, but LoEG demands them: I doubt anyone but Moore actually knows at first-hand what all of his references are, but just reading the story requires that you catch at least a third of them.

That can be entertaining or tedious. Which it is depends partially on the reader’s fondness for outbreaks of cryptic crossword clues in the middle of a piece of fiction, and partially on the creators’ deftness in weaving those clues in. It also depends, I’d say, substantially on the tone of the story — the first two League stories were Victorian adventure tales, somewhat modernized but still with the pace and energy of a story told for young and rambunctious boys. Black Dossier replaced that with reams of metafiction, and was vastly less successful.

Century comes about half the way back: it’s inherently episodic, since it takes place in three discrete years over the course of a century. But the core of the plot is a relatively straightforward “stop not-Aleister Crowley from midwifing an Antichrist,” which is very Boy’s Own. (It does make Century oddly resemble a Hellboy story a lot of the time, which can be a bug or a feature.)

But Century has a League focused entirely on the menage surrounding Mina Murray, perhaps because characters invented much later than 1910 are still owned by someone else. And, frankly, Alan Quatermain was always boring, and never more so after being rejuvenated as his own son. Orlando is deliberately shallow and trite, and a little of that goes a long way. That leaves Mina to carry the whole story herself, which is too much pressure for a character Moore wants to use as the 3682nd installment of that trite tale, The Immortal With Ennui.

So Century is one part spot the reference, one part rolling ones eyes at Orlando, one part realizing Alan is on panel but so bland one failed to notice him, and about five parts wondering if Hellboy could just appear and punch the evil magician already. (Oh, and one part Threepenny Opera, often staged as if this was an honest-to-God musical, with Jack the Ripper dancing fronting the whores he hasn’t killed yet — have I mentioned yet how deeply self-indulgent the whole thing is yet? It’s deeply self-indulgent.)

Alan Moore has a remarkable mind, full of dazzling ideas and connections that he can sometimes make clear to the rest of us. And Kevin O’Neil is an incredibly simpatico artist for this series, able to draw everything Moore throws at him across the course of a century of history. Century has some remarkable scenes and moments, but they don’t quite cohere into anything like a single plot. If you can accept that for the sake of the ideas and connections — and nearly every fictional character of the 20th century, stuffed in around the edges somewhere — go for it.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #139: Jonah Hex: Shadows West by Joe R. Landsale, Tim Truman, and Sam Glanzman

Time never stops. And so the once-hot revisionist takes on a neglected character get neglected themselves, and re-emerge in a new format for something like an anniversary.

Or, maybe, y’know, Jonah Hex was always a  quirky character, even in the context of Bronze Age western heroes — already pretty far out on the branch of quirky and unusual — beloved by a small cult rather than particularly popular at any time.

Well, whatever.

If you’re confused, here’s the short version of a typically long and convoluted comics history: Jonah Hex was a scarred Western hero in ’70s DC comics, jumped into a post-apocalyptic future for the ’80s because all the other cool kids were doing it, and has bumped around the fringes of various DC media properties since then, mostly back in Western mode as if Hex never happened. Some of the best stories about him were three mini-series in the ’90s, all from the same creative team: written by Western/horror/thriller/Texas novelist Joe R. Lansdale, penciled by Tim (Scout , Grimjack) Truman, and inked by Sam Glanzman.

And, eventually, those three miniseries were all collected together, under the title of the third miniseries: Jonah Hex: Shadows West .

(It can be surprising to realize that miniseries you missed “a few years ago” and still intend to check out is now just shy of twenty. Again, time never stops.)

The first Lansdale/Truman/Glanzman story was Two-Gun Mojo, which started out the “weird West” direction slowly — Lansdale has an introduction about that story where he points out that he thought Hex already was a character with a lot of supernatural stuff in his stories, but that when he went back to re-read the ’70s comics, that had all been in his head. Nearly everything in this tale of a traveling medicine man and his “zombie” freak show could be explained with comic-book rubber science — it doesn’t have to be supernatural. But it could be.

Two-Gun Mojo also immediately showcases just how much chaos and destruction surround Hex: he manages to escape, in the end, but he tends to be the only one who does.  And it’s got Truman in the full flower of his mature style, full of little lines going everywhere and loving depictions of every millisecond of violence. (It’s a style that can’t be easy or quick, which may be why Truman tones it down by the third story, Shadows West.)

In the middle of the book is the quintessential modern Hex story, Riders of the Worm and Such, the one that also almost put a legal kibosh on the series and its creators. You see, Landsale wrote in a pair of evil, creepy brothers named Johnny and Edgar Autumn, and Truman drew them to somewhat resemble the actual Winter brothers. It may have been meant as a weird homage, but the Winters were not pleased, and sued to have the comics suppressed on defamation grounds.

(Pro tip: if you’re writing a real person into a story, even under a thin veil, make sure you have their approval if you want to make your fictional version cartoonishly evil. Saves a lot of time and aggravation.)

Riders starts from much the same place as Two-Gun — Hex is in a jam, with a bounty on his head, trying to get away — but quickly gets more baroque and clearly supernatural. Lansdale is at his best with the deeply weird, and Truman draws great monsters, which leads to great dialogue and action sequences.

Shadows West, the last of three stories, is shorter than the other two — only three issues rather than five. It also has that less-obsessively detailed Truman art style, which means Hex’s world doesn’t feel quite as real or lived-in. It’s supernatural almost from the beginning, and the plot is a little more simplistic and obvious — mostly an extended chase sequence. It’s still fun, and still the same kind of story as the first two, but there’s just less of it, in a whole lot of ways.

But the whole package is impressive: three big weird Western stories, four hundred pages, with one very distinctive lead character and a wickedly twisted take on the Old West. The world needs more weird comics; buy this one to encourage the world.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #137: Twilight by Howard Chaykin and Jose Luis Garcia-Lopez

In the late 1980s, DC Comics thought it could reimagine everything. Frank Miller’s Dark Knight did it for Batman, Alan Moore handled Swamp Thing, and John Byrne changed Superman. Moore again took on the core idea of a superhero universe in Watchmen. And, to set the tone for all of that, Marv Wolfman (and George Perez) upended the DC Universe entirely a few years earlier with Crisis on Infinite Earths.

Even secondary reimaginings, like Mike Grell’s take on Green Arrow and Grant Morrison’s on Animal Man and the Doom Patrol, were strong successes. But DC had a very deep bench, full of characters who hadn’t seen the light of day in years.

So someone had the crazy idea — maybe writer Howard Chaykin, maybe some DC functionary — to radically reimagine DC’s minor space-adventure characters, mostly left fallow since the end of the Silver Age, into a major “serious” story and bring them into the then-present day. The idea was approved, and a three-issue miniseries rolled out in 1990, written by Chaykin and drawn by Jose Luis Garcia-Lopez.

It was called Twilight . You’ve probably never heard of it.

It’s not very good. That may be why you’ve never heard of it.

In common with a lot of Chaykin’s work, there is a fascistic blonde using unsubtle Nazi imagery, sexual sadism, and boundless narcissism to conquer everything nearby. Somewhat unusually, this is a man, and it’s Tommy Tomorrow, who was originally a hero. My guess is that all of the actual villains of the old DC space comics were so infinitely boring that none of them would be suitable.

Other folks that show up, in more-or-less recognizable form, include Star Hawkins, Space Cabbie, and Manhunter 2070. In the best 1980s fashion, they are all tormented, twisted people — alcoholics, robot-lovers, robot-haters, fanatics, self-aggrandizing creeps, and general assholes — as opposed to the sparkling cardboard cutouts they were in the 1950s. This may not be entirely an improvement, but it’s definitely a change.

At the core of the story is two-thirds of the cast of the “Star Rovers” stories: Homer Gint is our narrator and fills the usual wisecracking Chaykin hero role. Karel Sorensen breaks from Chaykin tradition by being a blonde who is not evil, and who is transformed into a supposed goddess at the end of the first issue. The third Star Rover, Rick Purvis, appears a little at the beginning to be smarmy and obnoxious, then disappears entirely. The other characters circle the central narrative — Karel becomes a goddess; Tommy wants to steal her power because he’s the usual Chaykin wanna-be dictator — at what is usually a great distance and to no clear purpose, until the end, when everyone does get to play a role.

Oh, since this is a Chaykin story, there must be a good brunette girl — it’s Brenda Tomorrow, Tommy’s estranged wife, who I think was invented entirely for this series. She wanders around the outskirts of the plot as well, but, to be fair, there’s a lot of going-nowhere plot to wander around.

Twilight is very talky, and dull in it’s talkiness — these are mostly highly unpleasant people yelling at each other for pages on end or spouting silly technobabble for equally long times. They are also deeply concerned with the ethics and ennui of immortality, which is no more interesting here than it usually is. So Twilight is a slow read. The only upside to that is that it gives the reader more time to savor Garcia-Lopez’s very good late-80s art.

I suppose these characters were slightly better known at the time, almost thirty years ago, but they’d still been missing from DC Comics for at least twenty years at that point, and most of them for thirty. So there would not have been much of an audience clamoring for more Star Hawkins stories in the first place — which I suppose is good, since any such large group would have been appalled by the changes Chaykin rang on the characters.

Frankly, it boggles my mind that anyone thought this was a good idea, on any level. Twilight might be the quintessential ’80s comic: a badly fumbled re-imagining that makes a whole bunch of characters that no one cared about darker for no good reason and was published in a fancy format with ludicrously Lynd Ward-esque covers.

(My other possibility for quintessential ’80s comic would be Adolescent Radioactive Black Belt Hamsters, which jumped equally hard on an entirely different bandwagon.)

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Book-A-Day 2018 #136: The Dream-Quest of Unknown Kadath by H.P. Lovecraft and I.N.J. Culbard

As far as I can tell, British cartoonist I.N.J. Culbard adapted four H.P. Lovecraft novellas into graphic novel form basically back-to-back in the early years of this decade, and then moved on to other projects. It’s taken me a bit longer to track down and read all of those books — At the Mountains of Madness and The Shadow Out of Time and The Case of Charles Dexter Ward are the others — since I seem to have started reading them after he stopped making them.

I came last to The Dream-Quest of Unknown Kadath , which is thematically appropriate: it was in the middle of the Lovecraft/Culbard years, but it’s a clearly different kind of story from the other three, from a different end of Lovecraft’s work and with a very different view on life.

Most of Lovecraft’s work is in a negative, pessimistic mode: he was most commercially successful with stories of cosmic horror, where he sublimated his loathing of basically everyone in the world (including himself) and orchestrated an only somewhat informed sense of contemporary scientific developments into fever dreams of stolen bodies and coldly alien powers and inevitable shattering destructions of mind and body. That mode is what Lovecraft’s best known for, even now, and is where most of his best work lies — and a lot of problematic work as well, and a number of outright stinkers.

But Lovecraft also had a positive mode, which is traditionally associated with his early career. Those are mostly the “Dreamlands” stories, influenced by Lord Dunsany, in which characters who often resembled Lovecraft have adventures in a fantasy world safely separated from our own by the veil of sleep. “The Dream-Quest of Unknown Kadath” is the longest and most fully worked out of those stories; it was written by 1927, a decade before Lovecraft’s death, but never published in his lifetime.

Culbard leans into the usual interpretation by having Randolph Carter, the protagonist, very strongly resemble the historical Lovecraft. This might only work for those of us familiar with his face, but isn’t that the majority of the audience for any Lovecraft adaptation?

Dream-Quest is an episodic story, here as it was in Lovecraft’s original, with Carter dreaming three times of a glorious golden city in the distance and then trying to find that city in the often-dangerous realms of the Dreamlands. He faces dire perils, mostly escaping by stealth or with the aid of friendly cats and of people he knew from Earth, transformed either in his dream or as their own dream-selves. The Dreamlands seem to be a real place, with solid geography, that can be mapped and must be traveled across. Most of this book takes place in one night, or so it seems to the sleeping Carter.

And, yes, the end is positive, or as positive as Lovecraft got, showing the one thing he was willing to acknowledge could bring happiness. (If you don’t know what that is, I certainly won’t spoil it for you here — read this book, or just read the novella.)

Culbard does just as good a job on this fantasy adventure as he did for the more horrific Lovecraft works — this book has a lot more gold and light than the others, but the palette is similarly limited on each page — Culbard doesn’t go for the garish eye-popping colors so common in “mainstream” comics. And he skillfully navigates the many talky scenes of this story, keeping them visually interesting.

This is the best of Lovecraft’s positive stories, well adapted here. Is that worth seeking out? Well, Lovecraft himself is more than a little problematic these days, particularly if you the reader belong to any of the many, many groups (women, blacks, Italians, New Yorkers, Jews, and so on) that he had strong and unpleasant opinions about. Those opinions don’t feature here, if that helps. I still think he’s a vital and deeply interesting writer, but I am a WASP with roots in the Northeast stretching back to colonial days…so I might be too close to him to be trusted.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.