Tagged: There Will Always Be an England

Chivalry by Neil Gaiman and Colleen Doran

Chivalry by Neil Gaiman and Colleen Doran

Stories about old people who are happy and content being old, who stoutly resist fantastic temptations otherwise, are I think always the products of much younger people. Actual old people are much less sanguine about looming death, I find, less likely to smile indulgently at mantlepiece pictures of themselves in their younger days, sigh contentedly, and turn their faces away from mysterious elixirs and fabulous potions.

Neil Gaiman was barely thirty when he wrote the short story “Chivalry” in the early 1990s. It’s a light, mostly humorous story. But it’s very much the humor of someone quite young looking at someone else who is quite old, at a light, humorous distance.

Chivalry was turned into a graphic novel recently – just about a year ago – by Colleen Doran, who apparently scripted this version as well as doing all of the art in a variety of styles. (Lettering is by Todd Klein. There’s no sign Gaiman did anything for this edition other than say the word “Yes” and sign some manner of document.)

Lots of Gaiman stories have been turned into individual GNs over the past decade or so – I count a dozen on the “other books” page here, plus multi-volume adaptations of American Gods and Norse Mythology – but he’s probably written close to fifty stories in prose [1], so the well will not go dry any time soon.

This is one of the lighter – I’m pointedly not saying “lesser,” but we’re all thinking it – stories, though Doran brings a formidable, and frightening, level of art firepower to this piece, depicting some pages as medieval illuminated manuscripts and explaining in an afterword the extents she went through to find photos of the actual rooms of the real house Gaiman was thinking about for his protagonist back thirty years ago. (One might think that’s all rather more effort than Chivalry required, but it’s not for us to say, is it? The final product is indeed lovely throughout.)

So: pensioner Mrs. Whitaker finds the Holy Grail in her weekly trip to the Oxfam shop in the high street. She knows exactly what it is, and that it will look nice on her mantlepiece. Soon afterward, the parfait gentil knight [2] Galaad arrives, asking politely if he may have it, since he’s on a quest from King Arthur, with a fancy scroll to say so.

Gaiman, as usual, is not doing the collision of high and low speech thing, as other writers might. Galaad is high-toned, and Mrs. Whitaker is sensible and middle-class, not some comic-opera Cockney. They have polite, friendly conversations, with no hint of drama or conflict. Mrs. Whitaker simply wants to keep the Grail; it looks nice where it is.

Galaad returns several times, with more-impressive gifts to entice Mrs. Whitaker. What he does not do is listen to her, ascertain what she wants, and try to deliver that – that would be a more serious story, and not the one Gaiman apparently wanted to write in 1992. Galaad just wants to find the thing that will get her to agree to a swap, and he does, in the end, since this is a light fantasy story.

The prose “Chivalry” was a pleasant quiet thing, all about what wonderful characters the plucky elderly British ladies of the war generation were, basically a love letter to Gaiman’s grandmother’s cohort. The graphic version keeps the tone and style, and adds a lot of very pretty art, some of which is incredibly fancy and detailed. It is still a very light, fluffy thing, which only very slightly connects to actual life, but this is a very good visual version of the thing this story always was.

[1] It’s difficult to count, since his collections differ by country and mix in a lot of poetry, and he’s also done a lot of chapbook and small-press publications over the years. When you’re the subject of a rabid fandom, you can publish in all sorts of complicated expensive ways and people still buy as much as they can.

[2] OK, Gaiman doesn’t actually phrase it that way. But it is still true.

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

Mudman, Vol. 1 by Paul Grist

Mudman, Vol. 1 by Paul Grist

This is nearly everything, but not quite everything. Mudman ran for six issues from Image in 2011-2013, and the first five of those issues were collected in Mudman, Vol. 1 .

It’s clearly a teen superhero comic, another one in the long line spawned by Spider-Man, and slightly more conventional than creator Paul Grist’s previous superhero comic Jack Staff . I knew, going in, that there was just one collection, and assumed the series was dead, but I didn’t realize there was one stray uncollected issue out there, taunting me.

Owen Craig is a teenager at the beginning of a new school term in Burnbridge-on-Sea, a sleepy English village that’s probably in some specific part of the country (on the sea, obviously – I got that part – but I bet Grist has a county and rough location in mind, too). Some not-really-explained thing happens, in an abandoned “Scooby Doo” house out on the sea-side, and Owen gets fabulous mud-based powers!

Spoiler: mud-based powers are not actually all that fabulous.

As with Jack Staff, there’s a lurking sense that Grist can’t quite take all of this superhero stuff essentially seriously. Oh, he has a mysterious cool-looking figure who says cryptic things, has unknown powers, and radiates danger, and he’s toned down the random splash pages that were so fun in Jack Staff. But this is still a comic about a teenage boy – a gawky, bullied, more-than-a-little goofy boy – who gets mud-based superpowers, and it’s really hard to say, “Yeah! Mudman! Splat that bad guy!”

(It reminds me of my joke in college, when a group of friends were fake-creating a superteam. I came up with a guy called String Boy, who could control anything made out of string. Obviously pathetic: that was the point. The big deal was going to be that, several years in and probably as part of a big Crisis hoo-haw, String Boy would discover Cosmic Strings – an actual scientific theory, which I think I only broke as much as comics writers ever do – and bootstrapped himself up to Beyonder-level powers to Show Them All.)

This is not exactly an arc; Grist is following a much older comics model in which every issue is an actual separate story on its own. So we have five loosely connected, and consecutive, tales of Owen as he gets the powers of Mudman and starts to figure out what the hell their deal is. There are bank robbers, and that mysterious (ex-hero? world-class villain?) figure, and Owen’s father, a local police detective. There is the new girl at school he has a crush on and a female figure who appears mostly in visions and may have died decades ago. There’s a whole lot of complications that Grist didn’t really get to do much with, because this ended in six issues, likely because the superhero audience was not as excited by a mud-based superhero as he hoped.

So this is fun, kind of a lower-key Jack Staff, and good for people who like that Paul Grist superhero stuff – I do, and I wish more people did – but it’s also a decade old, not particularly successful when it came out, unfinished, and about a British kid whose power is to hurl balls of mud at people. C’est la vie.

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

Girl by Peter Milligan and Duncan Fegredo

Girl by Peter Milligan and Duncan Fegredo

There’s all kinds of ways to build a creative program, but the two big ones are to follow a specific editorial plan (superhero comics, TV shows for teens & twentysomethings, R&B music) or to work with a curated group of popular creators and let them do their thing.

The first is most common; you tend to see the second in more highbrow media areas, like prestige publishing imprints and classical music…and, maybe, that means they’re already in a sub-genre, but just don’t like to think of themselves that way.

In the ’90s, DC Comics’ Vertigo imprint was undergoing a slow-motion transformation. It formed out of a cluster of very popular comics that were mostly Type One (superhero comics taken seriously!) but were often presented to the public as Type Two (all British writers! all the time!). But the core superhero universe was on its own path to take itself seriously, in a very different and much more tedious way (pouches! grimdark! no captions!), and the premise of Vertigo was being undermined by that, and by the relentless demand for ever-more-complex and ever-more-consistent continuity everywhere.

I don’t know if Vertigo was consciously looking for a new Type One structure, but they eventually found it in High Concepts, SF and fantastic premises (Fables, Ex Machina, Preacher, Y: The Last Man) that were roughly Classy Television in comics form, typically owned by their creators rather than being sharecropped superheroes, and featuring enough FX that they wouldn’t have been feasible in a filmed medium. It took a while to get there, though, so the ’90s are an interesting period for Vertigo, full of quirky sub-imprints (Vertigo Visions! Vertigo Voices! Vertigo Verite! V2K! Vertigo Pop!), as the editorial team tried to figure out what their remit was and what kind of books they could do that would also be hugely successful.

Girl  was in the middle of that searching: part of the Vertigo Verite burst, it was a three-issue miniseries from 1996 that I don’t think actually got collected until this 2020 edition. Written by Peter Milligan, one of the core Vertigo writers (launch title Shade and a bunch of shorter-run things) and drawn by Duncan Fegredo, the same team from the three-years-earlier Enigma .

It’s not a superhero comic. It’s not fantasy or SF, either: pure realistic drama. And, despite the first issue feinting hard in the direction of “I’ll tell you something crazy, and then tell you what was really going on,” it settles down quickly to a more-reliable narrator, maybe because Milligan realized he only had seventy-two pages or so to tell the whole story. Or maybe not: there are some things here that are “real” at the time but retroactively not, or maybe vice versa.

Simone Cundy is a fifteen-year-old British girl, living in a crappy town (neighborhood? city?) she calls Bollockstown. She’s one of those smart, prematurely cynical kids, and was born into a lower-class family happy to live up to all of the stereotypes. She, though, wants to Change the World, or at least Get Out. Or maybe just Do Something.

She’s fifteen, living in an urban hellhole (at least: that’s how she sees it. Everything here is how she sees it). So it makes sense.

Girl is the story of some stuff that happens to her. It’s psychological realistic, though not necessarily realistic in the pure, kitchen-sink sense. It’s pretty weird, I mean: not weird in the Weird Tales sense, but weird in the “weird kid” sense. Simone is a weird kid – I should say a weird young woman, since her story is largely about sex and death, as such stories often are.

I’m not convinced her story is entirely successful: there seem to be several warring story-structures that pop in and out of place as we go along, and it sprawls an awful lot for something less than eighty pages long. Also, Simone is very much a type, and that type was all over the place in that era: the depressed semi-Goth girl was as common as salt-water taffy for about a decade and a half.

And I’m not going to be any more descriptive about the things that happen to her, or that she causes: if you read this, you should discover them as you go.

Simone has a fun voice, even if it’s a very familiar voice of the era. And this is a short book. So you might as well read it, if any of the above sounds intriguing: the Vertigo transition, the Goth-chick vibe, the weird story structures, the heavily-captioned style that was quickly going away by 1996.

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

Raptor: A Sokol Graphic Novel by Dave McKean

Raptor: A Sokol Graphic Novel by Dave McKean

Now I work in marketing, so I know not to trust marketing copy. (Don’t ask me how many times I’ve gotten something subtle wrong – or something obvious wrong.) But I have to look askance at the insistence of Raptor ‘s descriptive copy of being “Dave McKean’s first creator-owned character.”

I mean, this is still a world in which Cages  exists, right? Surely he didn’t do that as work-for-hire? (If he did, the world of comics is vastly more predatory and horrible than even I thought.) And there are original characters in things like Pictures That Tick  and his smutty book Celluloid , as well. So I wonder if that phrase is just puffery to say “hey, this is important” or if it’s using “creator-owned character” in the specifically comics sense of “a thing we expect to exploit in a lot of media for decades, starting now!”

In any case: Sokol! The sensational character find of 2021! A moody guy in a fantasy landscape who kills monsters, I think (mostly off-page) and then sometimes screws up handling the aftermath, letting the local villagers make things worse than the with-monster status quo!

Oh, and he’s not really the main character of this book, because it’s by Dave McKean, and nothing can be straightforward or not about the creation of art in a Dave McKean book. Arthur, who is some manner of late 19th century gentleman (he doesn’t seem to have to work, or at least doesn’t do anything in the course of this book) and who recently lost his lovely wife Amy, is writing the story of Sokol as a way to break his grief. His brother, Ed, would prefer that Arthur join his occult group instead, for the usual vague focus-your-mind and maybe transform-the-world aims.

The stories of Arthur and Sokol trade space on the page, with McKean’s elegant – sometimes too elegant, since he’s never seen a ten-dollar-word he couldn’t replace with a fifteen-dollar one – prose as captions to give atmosphere and some context to their experiences. It’s still McKean, though, so it’s moody and evocative, with wordless sequences in which dark birds transform into blue women who fuck (?!) one of the main characters in what I hope is meant to be creepy rather than happy.

Raptor is not as clearly about grief as I thought it would be, with Arthur’s mourning so central to it. Sokol does not seem to have lost anything, and his story has nothing to do with loss. The mystic rigmarole also does not seem to have anything to do with contacting the dead: it’s more the 19th century equivalent of aligning one’s chakras and becoming one with the numinous aether.

What we do get is a lot of scenes. Sokol tromps around, and may have been rewritten by Arthur (after meeting Arthur, because it’s that kind of book) to create a better ending to his first major story. (Or maybe this ending will be even worse; such is life.) Ed and Arthur sit around like clubmen discussing Very Serious Things, and stand and declaim at Tarot cards with the rest of the mystic group. There are scenes that are clearly Meaningful and Symbolic and possibly even Mystic themselves. None of this forms a conventional narrative, because Dave McKean.

Frankly, like a lot of McKean’s work, I don’t bother to do all the work to figure out just exactly what it is about. It’s moody and gorgeous and full of fancy words and fine feeling, and that’s fine: it doesn’t need to add up to anything. So I can tell you that I think McKean does intend it all to add up to something, but I could not tell you what that “something” is.

Perhaps the further adventures of this “creator-owned character” will give us all more context.

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

Bad Machinery, Vol. 10: The Case of the Severed Alliance by John Allison

Bad Machinery, Vol. 10: The Case of the Severed Alliance by John Allison

When last we left the Mystery Teens of Tackleford, at the end of The Case of the Missing Piece , they had mostly stopped solving mysteries, and two of the core girls, Lottie and Shauna, had just fallen out. That’s what the title refers to for this final collection: not the supernatural menace that threatens Tackleford (which is quite real and sinister), but the break between two of the main characters.

This is the tenth and last Bad Machinery collection, The Case of the Severed Alliance . Creator John Allison has a short afterword where he says his original intention was to have one case for each term of the Mystery Tweens/Teens’ seven years at school, which would have been twenty-one books. He gives a few reasons why he only made half that many stories, but I think he quietly missed the most obvious one: time. Allison is a creator whose stories take place in time. He sometimes drops back into the past – the Bobbins flashback series, for example, or, in an odd way, all of Giant Days – but time always passes in his stories, things change, and his characters grow older. The Bad Machinery stories came out about two a year, not three a year, and I think his characters just grew up, in his head, faster than he expected.

The Bad Machinery books are a creative peak for Allison – he’s had several; most people are more familiar with Giant Days – with a big cast well deployed, a complex and quirky world for them to live in and explore, wonderful dialogue on every page, oddball supernatural menaces that lurk deep in the story and only emerge fully near the end, and long rambly plots full of interesting incidents and unexpected moments that all come together for bang-up finishes. These can’t have been easy stories to plot, write and draw; my sense is that Allison is more of a plotter these days than a pantser, but any multiple-times-a-week comic is going to morph and change as the individual installments come out, so I don’t think anything quite ended up exactly the way he expected.

In any case: this is the “teens get jobs” storyline. All six of the main cast are about 15-16 here. Lotty works at the local newspaper, partially to have a work-study arrangement (called “P&Q” here, which is some British term that I don’t think is ever spelled out) [1] and partially because she is frustrated with her lack of movement in her preferred solving-mysteries-as-a-teenage career. (Yes, that is a thing in the Allisonverse, with glossy magazines and gala awards and all. See Wicked Things .) And Shauna is working for Amy Beckwith-Chilton, one of the old-time Tackleford characters, in her antiques shop, along with a young man named Romesh who Shauna found and who has a mystical ability to detect valuable antiquities among junk.

But the story is mostly about the gentrification of Tackleford: the main street is filling up with posh, expensive shops, rents are skyrocketing, houses prices are ditto, and an “Inland Marina” is being built where the kids used to swim in the local river. We also meet Sewerman General Johnson, the tough man who keeps the drains of Tackleford running, and the massive, possibly sentient, Tackleford Fatberg that he’s been trying to break up. Amy and her competitors in the very Lovejoy-esque antiques trade are chasing after the fabled cursed Pearl of the Quarter, a gem of immense power that disappeared at the death of its previous owner Tommy Binks, the man who made Tackleford the modern success it is.

Oh, and there’s something going on with Tackleford’s sister town, Wendlefield, which is as run-down and hopeless as Tackleford is shiny and expensive.

Shauna and Lottie work opposite ends of this mystery – do they eventually come to find it is the same mystery? Are they forced to work together? Is there a shocking confrontation in a half-constructed industrial scene? Has the mystic Pearl been incorporated into some weapon that threatens the whole town? Is there a fiendish villain who must be stopped? Do all of the Mystery Teens, and their new powers and abilities – I’ve neglected to mention that Mildred has been learning to drive a car! – come into play at the end? Is Tackleford saved?

Reader: yes and yes and yes and yes and yes and yes and sort of.

I would not start here, if you haven’t read Bad Machinery. Severed Alliance is wonderful and funny and exciting and marvelous, but it works much better if you know the characters. So find the first book, The Case of the Team Spirit , and start there. But Bad Machinery is awesome; you should read it if you haven’t already. And if you read it online (it was originally on Allison’s site but now lives on GoComics ), it might be time to get the books and read it again.

[1] Utterly nonamusing anecdote: on a call with some Brits this past week, I realized that what Americans call an “intern” (college-age person working in a business for a limited period of time, usually tied to and providing credit for their school) is called an “apprentice” in the UK. This, I think, is a similar issue.

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

Steeple, Vol. 2: The Silvery Moon by John Allison

Steeple, Vol. 2: The Silvery Moon by John Allison

As I type this, my post on the first volume of Steeple was written close to a month ago but has not yet gone live. So I am trying to space things out on this blog, but I may not be spacing them quite far enough for my own systems to work well. (Let’s hope I remember , once that post does go live, to drop in a link here somewhere.)

In any case, this is a sequel to the first Steeple , which was written and drawn by John Allison with colors from Sarah Stern and letters from Jim Campbell. The first collection also appeared first as a five-issue series of floppy comics.

Steeple, Vol. 2: The Silvery Moon , by comparison, appeared originally on-line at Allison’s site , and is an all-Allison joint. (There is a cover by Max Sarin, presumably in an attempt to draw in the Giant Days audience.) This one collects two somewhat discrete stories, and I can even link you to those stories online, on the cheekily-titled steeple.church site: The Silvery Moon and Secret Sentai . I just noticed they were (still) there; I haven’t been as good at keeping up with Allison’s new comics there over the past couple of years as I vaguely searched for a copy of the first Steeple book to read first.

Anyway: this is set in a different corner of the Scarygoround -cum-Giant Days-iverse , down in the Cornish town of Tredregyn, where Rev. David Penrose upholds the glory of the Church of England by battling invading mermen every night (and doing essentially nothing vicaresque besides that) and the Magus Tom Pendennis does what he wilt at the Church of Satan down the lane, and what he wilt is generally sneaky and not always nice, but it tends not to be what one would actually call evil.

It’s more like a football rivalry than a battle for the soul of the town, honestly: the locals line up with their rooting preferences, and it seems like Satan is well in the lead, maybe because he always has the best tunes and dancing.

Our main characters are Billie Baker and Maggie Warren; the trainees in the two churches. Billie came to town for the CoE, but, through some odd events at the end of the first book, the two have switched roles, with the lusty, motorcycle-riding Maggie now assisting Rev. David and energetic and immensely good-hearted Billie now organizing community outreach for Satan.

Allison, as usual, has a decent-sized central cast, who are interestingly quirky. I don’t think these folks have gotten quite as defined as the Giant Days crew or his best Bad Machinery characters (Lottie Grote, for example), but they’ve had fewer pages to do so to date.

In any case: this is two more adventures of Billie and Maggie, one with a werewolf and one with a Japanese guy in a funny costume. They are both Allisonianly quirky and fun, and he’s filling out the details of this corner of his world nicely as he has more pages and time to do so.

I’ve said it many times: Allison is one of the most entertaining, and most distinctive, comics-makers of his generation, and his stories are always fun and always different from what anyone else is doing. How can you not want to read that? 

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

Steeple by John Allison with Sarah Stern and Jim Campbell

Steeple by John Allison with Sarah Stern and Jim Campbell

I have two theories about John Allison’s best stories, or maybe two versions of the same theory. One goes that his best works are organized around triumvirates – I should perhaps say triumfeminates – such as Bad Machinery  and Giant Days , which allows the three main characters to bounce off each other in complicated ways. This theory goes on to say that the more straightforward, less convoluted Allison works are more likely to have two main characters (q.v., By Night ) who contrast each other in a more obvious way. [1]

The other theory is more straightforward: in every generation of Allison protagonists, there is a female character who embodies chaos, around whom reality itself sometimes bends, who is a force of nature, who both the complications of the narrative and the audience love. Shelly Winters, Charlotte Grote, Esther De Groot – that kind of character. The Allison stories that feature one of those characters are the best ones.

Steeple  is a contrasting-two-people story, and neither of them (yet?) have risen to the level of an Allisonian Chaos Magnet. So I might perhaps say at this point that it’s not quite as zany as his best work, but that might also be said, in a different way, that it’s more accessible and less likely to hare off in random directions for no obvious reasons.

This story is set in the same universe as Tackleford – though, like Giant Days, it touches other parts of that world only very lightly. We are in the small town of Tredregyn, Cornwall  – that’s in the far Southwest of England, for those geographically challenged, about as far you can get from Tackleford’s Yorkshire and still be in the same country. In Tredregyn, there are two churches. And, in each of those churches, there’s a young woman with good intentions.

Just arriving at the local parish – I think it’s CoE , and I think it’s St. something-or-other’s that only gets mentioned once in the book and which I can’t find now – at the beginning of the book is the new parson Billie Baker, to help out the Rev. David Penrose.

On the other side of town, there is a Church of Satan, run by Magus Tom Pendennis and Warlock Brian Fitzpatrick – though I had to look up their full names online; they’re just “Tom & Brian” in this book – where Maggie Warren does what she wilt as the whole of the law when she’s not slinging pints at the local pub. (First lesson: God pays better than Satan. Maggie needs a side job; Billie does not. Who knew?)

Billie and Maggie meet cute when Billie arrives in town, and become friends, even though their lives are deeply opposite to each other.

So that’s one major conflict: they’re friends but they work for (to put it mildly) competing organizations.

The other major conflict is weird supernatural stuff, as it often is in Allison: Tredregyn is in danger from a race of aquatic monsters who want to drag the town and surroundings back beneath the sea whence it came, and apparently they could be successful in this if the local priest doesn’t spend his nights punching said monsters in the cemetery. Penrose keeps asking for strong, burly assistants to aid him in biffing the salty foe, but his superiors keep sending him thin and weedy types. Like Billie, for example.

Now, those sea monsters are said to be sent from the devil, but they don’t seem, at least in this first storyline, to have any connection to the Church of Satan. So it may be that the devil has legions who know naught of each other, or perhaps the sea beasties are actually the spawn of Cthulhu or Belial or some different evil entity. Or perhaps the Church of Satan is the modern, free-living kind of Satanism, and has mostly or entirely sworn off actual evil in the sense of conquering the world and dooming souls to eternal torment and suchlike.

This first volume of Steeple stories – it doesn’t have a “Vol. 1” anywhere on it, though a second volume has since appeared, and a third is coming this summer – collected five comics issues, written and drawn by Allison with colors by Sarah Stern and letters by Jim Campbell. Each issue is basically a standalone story, mostly along the lines of Giant Days, so my assumption is that the hope was to do a few issues, assess, and then do more issues for years and years. That did not actually happen; subsequent Steeple stories have appeared on Allison’s webcomics site , so my guess is that the American comics market continues to Be Difficult.

As I said, both Billie and Maggie are pretty sensible , though they are in one of those weird Allisonian towns. I could wish for a bit more mania and craziness from both of them, to juice the stories up, but these are early days yet. These five adventures are quirky and fun, and the status quo gets upended pretty seriously at the end, which I hope will lead to odder, stranger stories for the next batch. So far , I’m counting this as solid B+ Allison, with signs that it could ascend to the top tier quite easily. And it’s entirely standalone, thus being a good entry point for new readers.

[1] Potential counter-argument: what about things like Bobbins and Scarygoround, which have larger casts around whom the plots circle? How do they fit into this schema? There I pull out a timeline, and argue that the count of Allison’s central characters for a given story tend to diminish over time, and so, therefore, in about 2030 he will publish a comic featuring no central characters!

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

Giant Days, Vols. 11-14 by John Allison, Max Sarin, & Whitney Cogar

I go on a lot here about endings: how important they are, that it’s not a story without an ending, and especially that comics have been allergic to endings for several decades now, much to their detriment.

But that still doesn’t mean I’m happy to see a long-running story that I like come to its ending. I get that “what do you mean, there isn’t any more?” feeling. It’s just that I know it has to happen.

Giant Days is now over. It was the story of three young women at a particular point in their lives, while they were undergraduates at the fictional Sheffield University, and undergraduate life in the UK only lasts three years. Writer John Allison and his artistic collaborators – originally Lissa Treiman as the primary artist, then Max Sarin for most of the run, and Whitney Cogar on colors the whole time – spun out fifty-four issues of the main series and a handful of one-offs over the course of four years of comics, so the comic took more time than the actual life would have.

Now, some artistic teams would have kept Esther, Susan, and Daisy in college for decades or longer – if it was an American comic book or syndicated newspaper strip, they could still be in their first year until at least 2050, or the heat death of the universe, whichever came first. But – and, again, this is important – stories don’t work like that. You can put out product in which nothing important ever changes, in which no one ever grows or learns, but you’re a hack and you know know it. Allison and Treiman and Sarin and Cogar are not hacks, and they want to tell stories that matter about real people that change.

So this was inevitable: they would graduate, their days at Sheffield would end. It doesn’t mean we won’t get more stories about some of them, in some permutation, in the future: remember that Esther was a major character in Allison’s webcomic Scarygoround for nearly a decade even before Giant Days. But this time is over.

For most people, it ended a couple of years ago. I’m just catching up on the back quarter of the series now, since I finally gave up waiting for more of the Not on the Test hardcovers to emerge. So I read Volumes Eleven  and Twelve  and Thirteen  and Fourteen  all together, a year’s worth of comics in a day or two. It’s not a bad way to read an episodic humor comic, I have to say: stories based on characters get better with familiarity with the characters, so reading a big chunk all at once can be really resonant.

I’m not talking about the specific issues here, because there’s more than a dozen of them, and that’s really not important. Each one is a small story, one moment in this larger story, and they add up together to Giant Days, all fifty-some of them. They’re all good, they’re all stories, they center on various parts of the cast – mostly Esther and Susan and Daisy, but some McGraw and even enough Ed and Nina to make me wish I got a lot more of that. (Hey, John Allison! If you randomly read this, Ed & Nina in the Big Smoke together could be fun, at least for a short-run thing. Maybe other people than me would even like it!)

I read these because I wanted to know if Giant Days ended well , and it does. (Well, also because I was enjoying it a lot, and why give up in the middle on something you like?) If you’ve managed to avoid Giant Days for the last six years, I don’t know what I can say here to convince you: it might just be not to your taste. But it’s a smart, fun, well-written, colorful, amusing, true, real, occasionally laugh-out-loud series of stories about people I think you will recognize and like, and if that’s not what you’re looking for I frankly have to worry about you.

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