5/17/2008

Old Black Magic

B.P.R.D.: 1946 #1-5 (of 5)
(or, B.P.R.D. #39-43, if you like)



I've said before that B.P.R.D. is probably the most consistently good ongoing series out there in the Direct Market, and there's little here to shake my resolve, despite the presence of a mostly new creative team, working with a unique set of main characters and providing such a noticeably different overall 'feel' that it almost seems like a totally different title - which, granted, it is, if you only look at the subtitle and issue numbers on the front cover. Credit must go to creator/co-writer Mike Mignola and editor Scott Allie for not only keeping the quality level high, but affording each new piece of the Hellboy jigsaw its own special character.

That's not to say all of it's necessarily superior work; critical reaction to the recent 'character' miniseries has been pretty mixed (although I liked Lobster Johnson: The Iron Prometheus good enough, and haven't started with Abe Sapien: The Drowning), and even B.P.R.D. itself took a few storylines to find its legs.

And, given the differing textures of the Hellboy line, some reactions are perhaps bound to lean on personal preference; for me, the recent Darkness Calls storyline in the main Hellboy book handily reasserted the core title's status as visual spectacle first, planted atop a patchwork mythology that's gotten so big that the narrative now seems preoccupied with sewing together more patches, when it's not in the midst of a three and a half-issue fight scene.

I did enjoy it, mind you. The story lays itself out with terrific panache, Mignola's idiosyncratic plotting is bouncy as ever (I love his way of building up characters as massive threats, only to bump them aside in favor of unexpected, possibly improvised developments), and artist Duncan Fegredo is just as fine as we all expected. And I'll readily admit that, for some, admiring Mignola's mustering of diverse world mythology into a cohesive fight comic schema is its own pleasure, maybe an overriding one.

But dammit, I like B.P.R.D. more. It's a more constrained series, despite its large cast, and keenly focused on personal questions of identity and mortality that tend to get drowned under the thunder of Hellboy proper. It's a more writerly series, but with no loss of visual appeal; regular artist Guy Davis can work the grotesque like almost nobody else in front-of-Previews comics, but the delicacy he brings to his character art compliments each set of philosophical troubles Mignola and co-writer John Arcudi present their cast, fresh ones every storyline. All in the form of superior action/horror pop comics, with hardly a jolt in its arrow-straight continuity.

Well, until now.



As the title suggests, 1946 is set in the past; it follows the adventures of Hellboy's 'father,' Prof. Trevor Bruttenholm, as he investigates the many weird things the Nazis were up to when they weren't bringing a certain lil' devil to Earth. This particular plot serves to flesh out a throwaway concept from the early Hellboy storyline Wake the Devil: Project Vampir Sturm, an ill-fated Nazi attempt at forming an alliance with Count Vladimir Giurescu, a notorious blood-sucker.

Giurescu is still a player in the main Hellboy book (he popped up in Darkness Calls), and another popular face from the wider Mignola mythos turns in a key appearance -- seriously, this stuff is as friendly to completists as Alan Moore's ABC line at Wildstorm -- but 1946 is mainly focused on Bruttenholm's uneasy investigation of the project's terrible aftermath, including a frequent give-and-take with Varvara, a callous, white-clad little girl who's Head of Arcane Studies and Esoteric Teachings for the USSR. Wholly interested in amusement and novelty, and wielder of the impossible Hell power of Little Dolly Katiya -- so impossible that we never actually see it used in-panel, maybe because the very sight would drive us mad!! -- she's Bruttenholm's demonic opposite in every way, and likely the unique antagonist of this wing of B.P.R.D., should future stories develop.

(although this is a Hellboy family book, so I guess she could have appeared in the background of one panel from a short story back in 1998 or something)

The new contributers to this story are co-writer Joshua Dysart (previously of various licensed books at Dark Horse), penciller/inker Paul Azaceta and colorist Nick Filardi (both of the Image series Grounded). I was impressed by how Azaceta, even through his thick outlines, managed to preserve some of the gentleness of body that Davis typically brings. His characters look outwardly stolid yet somehow easy to hurt, and Filardi's dim, drained colors ensure that world looks always ready to hurt them, with sudden blasts of red, green and blue marking moments of overt violence. As a work of the past, it has a mournful quality.

Dysart and Mignola certainly follow through on that - while all of the Hellboy books are at least nominally 'horror' comics, this is the most purely horrific of all of them, in that it deals specifically with the atrocious implications of those ever-familiar Nazi villains, linking the pulpy nature of sci-fi stuff with the truth of human experimentation. It's far darker than Mignola typically goes; glimpses of Hellboy's oncoming apocalypse krackles with Kirby, while the characteristic battles of the B.P.R.D. zoom in on the softness of the individual's flesh.

Not here; Bruttenholm uncovers systemic, forced transformations, and a bravura mid-story set piece sees Allied soldiers of every stripe losing their shit epically at the hands of the half-there ghosts of the past. And pint-sized Varvara emerges as not so much wicked for her deeds, but for devouring it all as simple, jolly fun ("Little Dolly Katiya thinks your ethical sensitivity is silly."). Could this be some type of... unease over the Hellboy line's frequent darting into historical brutality?



It's a line that must be toed with care, and the story does wobble a little as it approaches its finish. I don't know how much Mignola directly contributed to this story -- he can be an extremely assertive writer, sometimes going so far as to provide thumbnails for his artists to follow, although he also tends to give artists like Davis greater leeway -- but its endgame bears what strikes me as 'his' stamp, in that the narrative dissolves into a breakneck action scene from which the main character eventually stumbles out of, only to exchange words with some other character so as to wrap up some (not all) loose ends. This particular slam-bang finale even rolls out some of the franchise's goofiest villain types, which threatens to render the whole thing tonally disjointed in the ugliest way.

That doesn't happen, in that the creative team has done enough work that the sight of an enormous, half-metal half-meat giraffe is more disturbing than anything. A crazed fatalism hangs over the whole climax, even as things explode and villains rant. In the end, the only hope left is that the world's monsters can hold a capacity for kindness, even as its sweet little girls might be demons inside.

Don't ask me to guess how this brand of storytelling might sustain itself over multiple adventures -- nothing further has been yet announced -- but what it does here is demonstrate once again the pliability of Mignola's concept, and a willingness to delve into even the hurtful background of campy doctors and strange beasts. Not bad for an extended reflection on secret origins.

Computer Issues...

*...have kept me away longer than I'd have liked. Sucks when you can't type. I'll probably have something later today, though...

5/12/2008

Sleepo

*Just put me under.

LAST WEEK'S REVIEWS:

MOME Vol. 11 (Summer 2008)

Speed Racer: Mach Go Go Go (that's the old manga)

Plus a new RPLC collection of capsules, including David Chelsea's 24 x 2, Leah Hayes' Funeral of the Heart, Jirô Taniguchi's The Ice Wanderer and Other Stories, Matt Broersma's Insomnia #3 and the first 1/3 of the anime Kaiba.

And a film review of the recent box office success story Speed Racer.

*A little calmed down...

THIS WEEK IN COMICS!

Rex: This should be something - a new English-language edition of a 1995 graphic novel by Danijel Zezelj, a very fine artist who tends to shine brightest when left to his own devices on the page, although North American readers haven't seen much of that. Granted, this is an early work, dealing with a framed man's revenge after prison turns him into an animal, but I suspect some striking content will still appear. The publisher is Optimum Wound; it's 80 b&w pages for $9.95. Sample images here.

Casanova #14: Last issue of the second storyline, and last issue period for a while. Matt Fraction & Fábio Moon have the answers you need: why are you where you are, and where are you going, when? Preview here, if you dare look.

Wacky Packages: A $19.95, 240-page Abrams hardcover devoted to vintage gag stickers, 1973-74. I'm sure the included essays by contributing artists Art Spiegelman & Jay Lynch will raise some interest. More info here. I found this tucked away in the famous Merchandise section of Diamond's list, along with the fancy-sounding Medieval Wooden Sword, available in small, medium and large (the small is seven bucks cheaper than the medium, but the large is only two bucks more - that's how they get you with popcorn too).

Captain Britain and MI-13 #1: In which Secret Invasion spawns what was supposed to be a new direction for Excalibur a while back, but is now a new ongoing series from writer Paul Cornell, of last year's fine, underread Wisdom miniseries, a disarming study of British cultural identity via myth and popular entertainment, in the form of a mutant superhero team book. It looks like many of the characters are back for this one. Here's what the UK's finest look like when Skrulls need beating; Leonard Kirk is the penciller.

Batman #676: Marking the start of writer Grant Morrison's Batman R.I.P. storyline, the climax of his run on the title thus far. I liked the preview a lot; not only does it beg yet more New X-Men comparisons, it's just the kind of high-energy plot threading that Morrison specializes in when it's time to get things wrapped up. And hey: tacit acknowlegement of the futility inherent to affecting broad change in major shared-universe superhero properties on page one! I guess you can also pay $2.99 for the Final Crisis Sketchbook, if you really want to look at 32 pages of Morrison's least revealing script notes and J.G. Jones' preliminary drawings.

newuniversal: shockfront #1 (of 6): Being the return of Warren Ellis' New Universe revival, now with Steve Kurth on pencils. View. To mark the occasion, Marvel also has Psi-Force Classic Vol. 1 this week, rounding up the ol' #1-9.

Sky Doll #1 (of '3'): Friendly reminder - this series doesn't actually end at #3, that's just as far as it's gotten in its native Europe. The creation of Alessandro Barbucci & Barbara Canepa, it's the anime-influenced religious/political sci-fi action genesis of Marvel's new line of pamphlet-format translations for Soleil Productions' graphic albums, $5.99 a pop, robo-nipple apparently erased from the final cover of this debut issue. Can a pretty automaton find her destiny? It's a decent little story (so far), and might do well for those who didn't already read it when Heavy Metal released all three chapters of its English edition as a single $6.95 magazine less than two years ago. Preview here.

B.P.R.D.: 1946 #5 (of 5): Fun and thrills in the far past end here. Look at the monkeys. Next month will see regular co-writer John Arcudi return as Herb Trimpe(!) and Ben Stenbeck provide art for individual one-shots set in, respectively, the nearer and farther past. Guy Davis is back for the next present day miniseries in July.

Parasyte Vol. 3 (of 8): Japan is full of odd beasts too, and they love to curl the skin. More alien mutation from Del Rey.

Manga Sutra: Futari H Vol. 2 (of 5): This also isn't really only five volumes long; it's just how far Tokyopop has committed in its effort to bring Aki Katsu's long-lived, still-ongoing marital relations educational comedy to English letters. You might not find it -- nearly 400 pages for $19.99 -- at your local bookstore. I sure haven't.

The Punisher MAX #57: Shootings; ammo running low.

New X-Men by Grant Morrison Ultimate Collection Vol. 1 (of 3): Yeah, looks like they're putting out the old hardcovers as $34.99 paperbacks. So, five bucks more than before.

Cloud Vol. 1: It's bound to happen. This week, some of you are gonna walk into your local Direct Market comics retailer, flush with cash and ready for spending, but no sooner will you enter the store than your eyes will pop out and your heart will explode, and you'll howl: "This is it! The Kingdom of God has arrived on Earth!" Close, but no such luck, readers - you've merely come face to face with a $48.99 magazine/artbook dedicated to the sensitive, eponymous hero of Final Fantasy VII. Its 122 color pages are filled with pouty images, perfect for pinning on your locker or headboard, or simply placing atop your pillow in anticipation of your weary face. There's also an appearance by Gackt, because really - what forum isn't fit for Gackt? An enclosed dvd will preview Final Fantasy XIII and many other wonderful things. It took me three years to beat Final Fantasy on the NES, but it sure felt good when I did.

Labels:

5/11/2008

Wait, that bottom one isn't a comic at all...

*There is so much in this world.

REVIEW PILE LIBERATION CAMPAIGN #3

***



24 x 2 (David Chelsea; Top Shelf, 48 pages, $5.00): Any new comics release by Chelsea is cause for celebration - his David Chelsea in Love is one of the great autobiographical comics, and I've never read a thing of his that wasn't visually assured to an astonishing degree. He works mainly in illustration, however; maybe the most prolific he's been sequentially in recent years is through his various 24-Hour Comics, drawn under the gun at an average of one page per hour. It's a fairly wide practice, devised by Scott McCloud, often leading to stripped-down, stream-of-consciousness work, hopefully acting as a useful creative exercise.

This pamphlet collects two of Chelsea's nine (so far) such projects, and they may be the most visually splendid examples of their kind I've seen. Thoughtful too: the first, Everybody Gets it Wrong!, is a tongue-in-cheek broadside against the state of autobiographical comics, advocating the first-person perspective as the only means of staying true to experience, particularly in dream sequences. This leads into a suite of helpful examples, sacrificing exactly none of the artist's Winsor McCay-type panache in the process. The second tale, Sleepless, expands the concept into a full-blown adventure in noirish point-of-view surrealism, luxuriously stippled in a manner that couldn't possibly have been done in 24 hours... yet it was! Don't let the concept put you off - these are supple, worthwhile comics by any measure.

***



Funeral of the Heart (Leah Hayes; Fantagraphics, 120 pages, $14.95): Billed as a graphic novel, this is actually a quintet of illustrated prose stories by Hayes, an illustrator and member of the band Scary Mansion. The twist is that everything -- from the letters in each word and the logos of each title to the curling lines that form the body of each character -- is handcrafted via scratchboard. This perhaps inevitably results in the prose acting more specifically as design elements than often seen, with whole pages sometimes graced with only three lines, or set off by facing pages of utter blackness; these are short stories, as you might guess.

Hayes works mainly in the mode of melancholic yet blackly fantastical character portraits, with her distressed protagonists often running into allegorical strangeness of some sort. An apologetic couple can no longer swim in their pool after a young boy drowns; later they discover a weird, sparkling clean bathroom underground, only to have the dirt of their guilt pour in. Two young girls are physically joined by their hair, until one of them has enough and breaks away; the other one is sad, but her hair assures some reunion. A man has a job holding down ducks so they can be slaughtered in a special restaurant, and he loves his wife, and he loves the ducks, and he has a nice duck at home and there is so much affection, but then the wife grows ill; feathers fly.

All of it's written in a half-whimsical storybook tone I suppose is meant to collide with Hayes' downcast subject matter and plaintive drawings in a sad-funny way; I found it to be mawkish and simplistic on the whole, if occasionally enlivened by some interesting uses of landscape in the visuals. Only The Needle, a time-spanning account of girls haunted by a death figure, manages any lasting power; it's there that Hayes' fable symbols radiate just beneath the blackness of reality, peeking out sometimes in scratches, obscure but more than capable of effect. The rest of it seems too deliberately drawn in comparison.

***



The Ice Wanderer and Other Stories (Jirô Taniguchi; Fanfare/Ponent Mon, 246 pages, $21.99): Here we've got a fat collection of six semi-recent Taniguchi shorts, initially published in various Big Comic-related anthologies between 1994 and 2003, and concerned with men and the wild. Well, except for a (possibly autobiographical) tale of a young aspiring mangaka in the early '70s, which seems to have slipped in due to a passing mention of a periphery character's brother dying at sea. At least it offers some balance - the first half of the collection deals with hard ice, while the second turns to deep water.

Taniguchi's visuals are immaculate as ever -- the newer stories seem to be using digital techniques to render incredibly precise woodland and mountainous regions -- and his zest for period detail gets a great workout in the many time periods on display, but this isn't home to his best writing. Now, we haven't yet gotten English-language access to the man's most acclaimed solo work, so my viewpoint is necessarily skewed as to what his 'best' writing might be, but I've found him to work better either in collaboration with another writer (especially Natsuo Sekikawa of The times of Botchan and Hotel Harbour View) or in such a way that his visuals can shoulder most of the storytelling burden (so, The Walking Man). These comics, on the other hand, tend to portray simple, earnest conflicts and goals that must be met, with time always taken for characters to explain to us the import of discovering the secret graveyard of the whales or killing that damned bear that's haunting the grizzled hero's life.

Probably a good relaxer in the middle of a big anthology (though the less said about a distressingly oedipal coming-of-age heartwarmer the better), and obviously very attractive, but not especially compelling. I think it's telling that the best of this collection's segments are inspired by the works of another writer, Jack London. In the title tale, London himself is a character, trying to avoid hunger in a search for gold while finding inspiration in an old man on a holy quest; here Taniguchi's gift for dramatic realism is at its most potent. And White Wilderness is an expansive comics adaptation of an early portion of London's White Fang, isolating the war between sled team Bill & Henry and a pack of hungry wolves as panorama of lingering doom hovering over opposing forces gone wild and wilder. Says something for collaboration, even if involuntary...

***



Insomnia #3 (of 3) (Matt Broersma; Fantagraphics/Coconino Press, 32 pages, $7.95): This is the gala 25th release of Fanta's and Coconino's Ignatz line of fancy pamphlets (oversized, dustjacketed, sturdy), marking the completion of one of its first series. Granted, you don't need to have read issues #1 and #2 to enjoy this one, since each chapter is essentially its own self-contained thing, but it's here that Broersma pulls together some shared characters into a detailed story that clarifies the series' grand theme, and maybe shines some new light on prior segments.

I do mean detailed - armed with a talkative narrator, dense layouts and a large cast, there's probably more words in this issue than the other two combined. And while I did miss the rhapsodic visuals and minimal character strokes of the artist's earlier (and otherwise stylistically diverse) stories, he proves just as apt with this look at a burnt-out television producer's search for his lost (runaway?) wife, a journey that pulls him deep into the life-as-playacting world that's surrounded his family. You might call it an LA thing, but Broersma's gently-sewn connections to his earlier stories form a web of identities, fluid personalities that need to shift so as to survive the death of dreams, or affect their realization. Sharp stuff, deadpan but poetic; they're all worth reading.

***



Kaiba ep. 1-4 (of 12) (dir. Masaaki Yuasa; Madhouse, approx. 24 min. per, airing on WOWOW): Back when the first episode of this ongoing anime series (from the director of Mind Game) aired, I deemed it "What If... Osamu Tezuka co-founded Métal Hurlant?" Now that we're 1/3 of the way through, I'd like to amend that; the visual style is still as described, but the writing has more or less developed into Ghost in the Shell as a silent era melodrama, crossed with a television chase show.

No, really - set in a world where memories can be extracted from the body in the form of little plugs, thus abrogating the impact of death and seeing much exploitation of the poor by the rich, the show concerns a titular mystery man with a hole in his chest, explosive psychic powers and a busted memory capsule who travels around, sometimes in different bodies, while searching for a lover he can barely recall. Along the way he meets up with various people -- a new batch every episode, naturally -- who try to live decent lives, but mostly suffer a lot.

Kaiba must also stay one step ahead of the awesome Sheriff Vanilla, a fat, horny lawman who either wants to haul Kaiba away or make sweet love to him, depending on which body's in play. Of particular interest is a cute girl body, the shell of a kindly, optimistic lil' street peddler, a dreamer, whose mother sacrificed to buy her pretty boots of hope, but then she gradually sold her memories to put food on the table, and grew cold, cold toward the little girl, and had her body sold and her memories destroyed so as to buy back her own memories, but oh -- oh dear readers -- they only served to remind her of the love she had just, in fact, destroyed!!!

I mean, that's some fucking melodrama there, but it's supercharged with great visual designs and some awesome cartoon effects - my favorite is probably the gadget that lets someone access the memory plug of another by opening up a big thought bubble over the subject's head, which can be literally stretched open and climbed in. The show also has a funny tendency to mix 'modern' or perverse concepts in with its visual style, so as to make, say, someone's body exploding after an epic sex scene more palatable - it might get tinny later on, but the reptile pleasure centers of my brain totally went bananas at the sight of Kaiba dodging a huge slapstick gunshot in bullet-timeish slow motion.

In its best episodes, these elements work in concert to give the show a truly unique feel. And even at its worst, such as an episode where Kaiba assists a pair of anxious brothers searching for Grandma's secret treasure (spoiler: the treasure is LOVE), the style still covers for an awful lot, at least on the first viewing. I find it difficult to complain too much; it's like this show was built for me. And if you happen to enjoy early 20th century Biograph shorts and Osamu Tezuka and Fantastic Planet and ambling Heavy Metal serials about fucking society, man - enjoy your stay in PARADISE.

Labels:

5/10/2008

Speed, if only you'd use the force and listen to your car, you could finally get this engine started.

Speed Racer
(the 2008 movie, naturally)

This met pretty much all of my expectations, including the negative ones, plus what I like to call 'adjust-for-error' expectations, which come into play whenever I hear a lot of mainline movie critics comment on a picture's excessive nature.

It's a simple concept: if you're writing a lot of reviews for a big, visible media outlet, chances are your acclimations as to style or volume are going to drift toward the conservative, since that's where most big studio films sit, and coverage of big studio films is mandatory in terms of servicing the wide readership. I'm not saying you'll become more inclined toward liking big studio films, but I think you'll internalze their aesthetic norms, so as to cause deviations (especially coming from another big studio film!) to stand out as especially harsh. And hey - that matches up with the perspective of a lot of filmgoers.

But, for me, when I hear a lot of broad media critics say Speed Racer is a pounding assault on the senses like dipping my eyeballs into the cotton candy mixer while riding the salt-shakers or something, I might be fooled into thinking it'd be like the first 15 minutes of Irreversible extended to feature length, with automobile racing and Chim Chim in place of face-crushing in the Rectum. Luckily, I know to adjust for error these days, and, sure enough, writers/directors Larry & Andy Wachowski did not burn out any parts of my brain that hadn't been gone years ago.

Could have used a little more attempted burning, actually. The big, crucial problem with Speed Racer is exactly what I anticipated - at 135 minutes, it is just way too fucking long, in such a way that the film seems unbalanced. I mean, I don't think it's unreasonable to expect that Speed Racer ought to fly by; one of the (probably unintended) effects of the original anime's famously fast-talking English dub was that it seemed the characters themselves could never entirely keep up with the show's pace, particularly in concert with the plotting's one-thing-after-another ethos.

There's no fast talking in this movie, and I don't think it would have helped. There is a great opening race where the camera literally dives in and out of characters' heads to dole out scene-setting flashbacks and tie them up with the present - it's pretty, and pretty economical in its storytelling, and even inspired in its use of the Ghost Car -- that old video game time-trial standby -- as a visual metaphor for Speed's twin obsessions with being the best and being close to his lost older brother. But after that you're in for a tall stack of reels stuffed with familial angst (alas, Rex Racer!!) and corporate chicanery (will Speed sell out to powerful business interests, aka Evil?!), and dabbed with Spritle/Chim Chim antics for comic relief; if I was 12, I'd have been shouting for more cars.

Now, the kid 'n monkey stuff was also present in the original anime, as was some of the angst and chicanery. The Wachowskis do recognize the concept of 'family' as the core of the overall Speed Racer concept; always, in every incarnation, Speed is backed by his close-knit circle of friends and relatives, and the overriding dramatic element is that Rex Racer is always missing, causing the family unit to be incomplete until the resolution of the overarching Racer X plot, and thereby, more or less, the series. I always liked the setup of the '60s anime and manga, where Rex simply has a big fight with Pops Racer and severs his connections with home; it's very relatable, and allows Speed, optimistic shōnen hero that he is, to always keep hope alive that someday he'll meet his brother again.

The Wachowskis opt for a different approach - as in the ill-fated 1997 anime update Speed Racer X, Rex is believed dead from racing, adding a lot more permanence to the family break. For the movie, this translates to multiple scenes of guilty head-wringing, melodramatic tearful chit-chats and unconvincing suspense over whether or not Speed will also die and shit. It's like wading through syrup at times, and smacks of trying to add some older-skewing 'maturity' by making things frowny. It also doesn't help that Racer X is kinda poorly developed in terms of the family theme; he mostly acts as this tangential superhero cop who inspires Speed, which I guess reinforces his 'death' from the family, but also puts him at arm's length from all that crying he's caused.

Worse in terms of stretching things out is all the corporate shenanigans, a fine example of a 'simple-complicated' plot, in that a very basic story is fancied up with extra characters and double-crosses and digressions so as to make it appear more complex, even though you can still pare it down to 'Speed must win the big race to beat the bad corporations' without losing much of substance. And indeed, that paring down is pretty much what the initial cartoon and comics did, trusting that slimy cheats and sneaks didn't need to be thoroughly labeled as such.

Some have also expressed special annoyance with an anti-big business message coming from a nine-figure budgeted Warner Brothers film, although it didn't strike me as any different from your typical boilerplate Hollywood populism, wherein the workaholic city dweller typically recovers his or her soul in a bucolic setting, and the Chipmunks and Josie & the Pussycats struggle with the music industry, and etc. etc. I was more annoyed at all the wheel-spinning detail of the Speed Racer Universe Commercial Racing Business and Relevant History -- all of it at least as polished and done-over as the special effects but not nearly as compact -- and the Wachowskis' tendency to self-aggrandize by having characters refer to the racing set-pieces in hushed tones as True Art.

Still, there's probably something... there in the differing approaches of this movie and its source material. The very first story in the '66 comic/'67 anime pits Speed and his family against an evil bunch of capitalists who want to steal Pops' hot hot engine plans; there's a famous (well, famous to me) bit where Speed would rather smash the windshield of his beloved Mach 5, upon which the plans were inscribed, rather than let them fall into unclean hands. The trick is, that story begins with Pops trying to sell the plans to that same large business, only to be rejected and later made the target of thieves.

That makes perfect sense for Japan in the mid-'60s, seeking its fortune in rapid business development - the big money folk aren't bad, they're just bad when they're bad. In contrast, you won't find a large business in the Wachowskis' movie that isn't prone to lies and/or heartless self-interest. Individual people in the system might have some good in them, but only when they act against the interest of the larger entity. At best, those fully in the system can sit back and not get in the way of the Little Guys when they no longer have a dog in the fight. Like I said, Hollywood populism, but still reflective of the environment the action must take place in.

And I've gotta admit - those races and fights are damned neat. I really appreciated how no attempt was made to make the many, many special effects seem 'realistic'; instead, all attention was focused on achieving consistency inside the movie's candy-colored bubble world. In terms of comics and animation-based movies, this positions Speed Racer as a sort of an evolution of Tim Burton's unreal, style-heavy approach to Batman (or Warren Beatty's Dick Tracy, what with all the villain make-up and solid colors) by way of the youth-focused green screen mania of Spy Kids, while also acting as a beneficiary of the Japanese tokusatsu tradition, with its own roots in kabuki and bunraku theater. All the cars could jump in bunraku; ask any scholar. Don't forget the video games either - the Wachowskis had to have known the gaming comparisons were coming, and they embrace moments of video game logic as movie logic, like calling those life-saving bubbles 'quick saves.'

The attention to detail is very fine, enough so that you can even suss out on the fly the 'rules' of these huge races where some gizmo or another might be totally ok while others are total cheats - all the 'good' tricks are either totally defensive or used to enhance movement, while the 'bad' ones are offensive or intended to impede the movement of another vehicle. Hitting with your car is ok -- that's just natural, I guess -- but hitting with an external apparatus is not. Thank god Speed never uses the homing bird; the story might have had to pause for exposition on relevant Speed Racer case law (corrupt, no doubt)! On a fanservice level, I especially liked how the action worked as an enhancement of the show's style. There's a ton of spinning, and colorful opponents with cartoonish weapons, and nearly every member of the Racer family is amazing at hand-to-hand combat. There's speed lines and a gratuitous shōnen fight scene homage and everything.

Yet there's also build at work; the visual design of the races grow more and more garish as the movie goes on, which seems natural in building an action movie to a climax, but it also serves to push each newer, bigger finish closer to the realm of the abstract, until Speed is finally blurring reality with his car, his passion for winning pushing him a little ways out of simple human experience itself, in that even non-superhero figures like himself are a little more than mortal by their examples.

More of that would have been nice, or at least less wheezing along the way. Speed Racer is good enough to stick with -- most of the sluggish bits are helpfully loaded up front, and it's an impressive work of ship-in-a-bottle worldbuilding -- but I wish I could have seen something that would make me rue my correction for error, and blow past what I'd expect. God, to see Speed crack the frame of mortal comprehension with the might of computer matter behind him - there's his victory! That's his finish line!

5/08/2008

Dangerous Work to Do

Speed Racer: Mach Go Go Go



Ah, Speed Racer. Your fast-talking, two-fisted racing adventures refuse to die. I remember watching it on summer vacations with my family when I was young; we didn't get a lot of cable channels at home, so flipping around on the hotel television at night was part of the vacation experience. The best shows were Mystery Science Theater 3000 and that classic anime.

You probably won't miss this item on the bookstore shelves - DMP's put together some of the fanciest packaging I've ever seen for a North American manga release, let alone a 'vintage' project. A mere $39.95 gets you a pair of 300+-page hardcover dustjacketed books, roughly the same size as Vertical's old Buddha hardbacks, with about a year's worth of digital restoration work performed on the innards - some of it still looks fuzzy and rough, but I suspect the source materials weren't prime. All of it's stuffed into a sturdy white, blue & red slipcase. No offense to France, but I get an American feeling from those colors; must be the project's proximity of release to a certain critically-reviled Hollywood picture, the latter no doubt responsible for the former's very existence.

It's looking like I'll be seeing the movie in, oh, 38 hours or so, and I'm of two minds. Many of the negative reviews I've looked at (and there's plenty to choose from) deem it overstimulation to the point of incoherence or genuine discomfort, which sounds suspiciously like what I’d expect from Speed Racer: The Motion Picture going in. On the other hand, it's apparently 135 minutes long, which kinda gives me the 'uh-oh' face - I dunno if any Speed Racer-derived work ought to push the two and a half hour mark for one-sitting consumption. Shit, I could barely read more than one of this manga's storylines at a time.

And while I'd like to tell you a little more about the genesis of that manga, I have to admit that I don't actually know much; for all its surface appeal, the DMP package is damned lousy at putting anything in context. What's for sure is that Speed Racer is at least the co-creation of Tatsuo Yoshida, a veteran manga artist who co-founded the famous Tatsunoko Production Co. with his brothers at the dawn of 'modern' anime in the early '60s. The studio developed the Speed Racer anime as one of its early projects; it aired from 1967-68. However, the manga apparently began to run in boys' magazines in 1966, perhaps in promotion of the still-upcoming show, which has prompted various sources to describe the manga as both the basis for the anime and an anime tie-in.

Furthermore, while credited to Yoshida, there's apparently some question as to how much of the comic he actually drew; Jason Thompson has suggested (in Otaku USA Vol. 1 No. 5) that the manga's visuals may have been provided by an uncredited Jiro Kuwata of 8-Man, presumably working from Yoshida's and/or Tatsunoko's story concepts. Granted, Thompson also places the date of the manga's publication at 1968, though I've seen scans of magazines supposedly from 1966 bearing the series' title among its contents (fifth one down). Can nobody solve this mystery? Maybe the Wachowskis have all the answers. I'd hate to peel them away from Doc Frankenstein, but does anyone have their email?

The reason I'm going through all this background is because the Speed Racer manga is a pretty odd read. Many of its 10 stories match up with the anime's storylines in terms of plot, but there's often crucial differences - the manga is consistently rougher, more prone to resolving things with enormous fights and action sequences. There's much less Spritle and Chim-Chim (note that DMP's localization retains all of the 'classic' English names), and more of the feeling of a shōnen action series, with Speed always pushing himself to win, but extending the hand of friendship to fallen foes as well.

Narrative consistency is not a high priority - one story might see Speed is a world-class racing legend, invited all over the world, while the very next might highlight his struggles with Pops to even let him compete on a pro level. The Mach 5's special gadgets appear gradually, sometimes without introduction, and sometimes with introduction after they've already been seen.

As a result, these manga stories feel premised on early drafts of anime plots, and subsequently forced to shift focus mid-serialization to cope with concept modifications. Nowhere does this strike me as more evident than with the Racer X material - the manga's second Racer X storyline is a virtual remake of the first, even going so far as to straight-up recycle seven or eight pages' worth of art (while still trying to acknowledge the first story as in-continuity!!), and it provided the basis for the anime's first Racer X story. I wonder if Tatsunoko wanted more consistency between the projects as the anime's air date drew near? Did the manga even continuously run? Certainly it reached an end, as the Racer X mystery is curtly wrapped up on literally the last page of the series.

But as much as the presentation seems like a missed opportunity, there's still some value to these comics. I couldn't call Speed Racer a great manga, but it's maybe interesting to look at as an example of a 'midlist' manga of the period, a high-competency, low-inspiration thing, probably one of many that filled publications of the period. We get some of the Tezuka, and a little of the oddball Umezu, but not too many real B-grade action efforts; Speed's exploits may not be the most graceful, but they're cleanly, assuredly drawn in a manner that helps the greater inspiration of other projects to register.

And yeah, at their best, some of these comics do approximate the one-thing-after-another appeal of the anime, which never did let limited resources get in the way of non-stop skidding and exploding and Speed Racer leaping into action. An invitation to a desert race might lead to a sabotage accusation, a car-vs.-camels showdown, palace intrigue, a two-person race jazzed up with deadly scorpions, a nation's full-blown hostile takeover, hungry vultures, giant cannons bombing a Palace of Doom, and Speed pulling off awesome backflips to shoot the guns right out of villains' hands, only for it all to culminate in Our Hero cradling a rifle atop a desert castle spire, wating for his errant racing foe and boy prince to arrive back: "When you get back here, I'll teach you a thing or two about discipline." Go, Speed Racer!

I don't think that was in the anime, being the kind of stuff that gets smoothed down on the way to the screen; if only the work at large seemed more jolted with that early fire, instead of seeming malformed. Die-hard Speed freaks will still probably want this stuff, as might devout manga students happy to see it at all, but don't expect any revelations - that potential seems lost behind the walls of translation and trans-media adaptation, in spite of all good intentions.

5/07/2008

Still Addicted to the Primary; Still Posting the Next Day

MOME Vol. 11 (Summer 2008)



This will be out soon. It's the Fantagraphics house anthology, 104 pages in b&w and color, $14.99, etc. The title's lineup has gotten big enough that contributors now seem to drift in and out at will. No Tim Hensley again this time, although Joe Kimball is due back for Vol. 12, as is David B. with another of his (thus far excellent) mythic/symbolist fantasy tales. Plus: the North American debut of Olivier Schrauwen!

The present Vol. 11 of MOME seems a bit more inclined toward 'pure' visuals than average, perhaps owing to a pair of wordless contributions from otherwise text-friendly artists (not that these pieces make them text-unfriendly, mind you). Eleanor Davis presents The 10,000 Rescues, a four-page suite of panels, four to six of them per page, depicting plucky schoolgirl adventurers Dot and Louisa saving one another from certain doom; whether it be chasms, pirates, imprisonment, large beasts, hypnotism or an oncoming locomotive, every frame is a new salvation.

It's very funny and visually impressive -- I could sure go for Davis drawing entire action sequences now -- and offset nicely by a quartet of full-page Andrice Arp illustrations depicting the weird imprisonment and liberation of floppy-eared wraiths from a glass jar. That's not all - Al Columbia has a beautifully-illustrated (if thematically obvious) four-page study of the banality of a death scene, while Émile Bravo offers another of those icon-laden 'message' stores I never seem to warm up to.

But perhaps the most striking of the wordless pieces doubles as this volume's obligatory 'seasoned veteran' story, the 12-page Einmal Ist Keinmal by L'Association co-founder (Patrice) Killoffer (I think he's the one that popularized Venom, while Trondehim re-launched the X-Men). It was kind of stunning to read in the Notes From the Editors section that Killoffer still has only one book released officially in the US, Typocrat Press' 2005 edition of 676 Apparitions of Killoffer, although I surely haven't helped matters by not reading it yet.



However, I've heard enough about the book to know that Killoffer's story here is somewhat related in style, depicting a woman who struggles to get through her life, despite seeing literally every man she encounters as the same guy: Killoffer. Her co-workers are Killoffer, her boss is Killoffer, a local bum is Killoffer, the President of the United States is Killoffer; even when she dreams, the cute guy she tries to hook up -- a fellow wearing her face -- has Killoffer's head at the tip of his penis. Never has the authorial male gaze been so overt!

Killoffer the artist makes the most of this self-insertion, beginning his story by playfully suggesting via mise en scène that he simply can't draw differing male characters very well, then gradually ratcheting up the surrealism of his concept until aspects of time and space are called into question. The whole thing ultimately convulses into Poe-like horror, with Killoffer's solid whites glaring against solid blacks to feign a universe of duality: male and female, artist and muse, oppressor and oppressed. But nothing's that simple, and the piece thus proves itself as rich as it is attractive.



Elsewhere, some expected features and featureds pop up. Ray Fenwick is interviewed by Gary Groth. Paul Hornschemeier's and Kurt Wolfgang's serials continue; the former remains an ambling excercise in twee melancholy, while the latter, fun as it may be, feels crowded in a five-page drip. Dash Shaw has another nice sci-fi short in pulsing color, this time a parable covering artistic growth and anxiety of influence. The reliably excellent Tom Kaczynski whips up the 14-page Million Year Boom, a fantastical brew of corporate branding, the 'green' economy and wallowing in shit and piss to affect a paradigm shift in marketplace paternalism. This man is going to collect his stories into a big book one day, and heads are going to split open.

But it's maybe a little interesting that the future of MOME, as embodied by this edition's new contributors, seems turned firmly toward the past. Nate Neal won a September 2006 Xeric Grant for his series The Sanctuary and co-founded the anthology Hoax (which featured Eleanor Davis and Dash Shaw in various issues), but his 10-page The 5 Simple Cosmic Do Dats is the first of his work I've seen.

It's one of those things where you appear to be reading a bunch of seperate comic strips at first, but then faces begin to recur, plots line up, and the whole thing finally ties together into a single story. Characters include all sorts of cartoon figures, ranging from humanoid figures to talking animals to odd, company mascot-type entities, all of which walk and talk and have troubles in their lives.



It struck me as very '60s underground-styled, from its 'dirty' takes on gag strips and pop Americana (though much less dirty than a lot of actual underground comics of the time, which may be something on its own) to its well-worn themes of social revolution and spiritual enlightenment. I like Neal's visual style, full of cute cartoon designs with a nice grasp of color, but I can't say the story did much for me. It seemed more a pretty arrangement of familiar elements than anything of unique insight, almost aloof in its study.

More compelling is a pair of works by Conor O'Keefe, a painter making his published comics debut. O'Keefe works in long stretches of panels, evidently in homage to various early 20th century newspaper comics, with stage-bound visual compositions and an often mannered, stiff cadence for dialogue. Most of it is delicately colored in soft tones, save for specific locations or isolated design elements blasted through with bolder hues; it's an intuitive use of color.

A two-page story, for example, doubles as a fake advertisement for shoes, in which a young lad strives to win a girl's heart by giving her a gift - romantic interactions are a faded gray and green and yellow, while the boy's chats with his roommates take on a bolder, franker palette. The opening and closing 'hard sell' bits are a deep, burning red, with an incongruous logo emphasizing the intrusion of capitalism into the story.



O'Keefe's second, one-page story mixes things up even further, juxtaposing panel tiers of poetic musings by the same boy with alternating tiers of omnisciently narrated animation-style frames of a bug romping around and crashing against a window, his dialogue rough and direct in the manner of a spicy Fleischer brothers short. As the two storylines join, it's no wonder that the bounding verve of the bug wins more joy than the boy's handsome sadness.

Again, it's an arrangement of favored techniques from a bygone era, but O'Keefe's work displays a keen understanding of the emotive charges each of his favored elements carries (the 'gay utopia' of fluid animation, perhaps), and he sets them against one another (and outside intrusions!) to comment on the broad strokes of his character motivations. That's the kind of wordless narrative I like to see, and MOME does well as a forum for it.

5/05/2008

Pile

*Don't think about money. It's the cause of all your problems.

LAST WEEK'S REVIEWS:

Free Comic Book Day 2008 (in which the town declines to remain the same)

Hickee Vol. 3 #3 (from the pages of The Comics Journal; my review, not the comic)

Plus!

glamourpuss #1 (Dave Sim makes his favorite drawings his own)

At The Savage Critics!

*There's no comics at all this week! I guess I'll have to stretch to fill out...

THIS WEEK IN COMICS!
(that was a lie above; there's like 10,000 volumes of manga alone, enough to bury you)

Gary Panter: Yes, for only $95.00 you too can own... Gary Panter. This is PictureBox's newest (and probably biggest) project, a two-volume, Dan Nadel-edited hardcover slipcased package devoted to the renowned artist. The first book is a landscape-format monograph covering Panter's many areas of work - truth be told, about 200 of its 350-or-so pages are devoted to his paintings, but there's an ample look at his various comics projects (one more time - Jimbo: Adventures in Paradise is maybe my favorite comic ever, and this thing's got an early incarnation of the famed ending bit with the horse), as well as posters, structures, etc. The second tome is 336 pages of sketchbook materials, 1971-2002. There's a nice, 61-page 'him, in his own words' thing included in the first book, with various short essays, but the emphasis here is very, very much on images - to learn more about the man, I'd point you to this podcast interview and The Comics Journal #250. Infomercial here.

Three Shadows: Excellent Cyril Pedrosa project from First Second, a look at death that's haunting even when not quite steady; review here. Look for it.

Kaput & Zösky: Yeah, it looks like First Second week for Diamond. This is a collection of Lewis Trondheim-created (if not always drawn) alien slapstick mayhem comics for the youth of today. Review here. I might as well mention Life Sucks, the vampire youth ennui comedy from Jessica Able, Gabe Soria and Warren Pleece, since that's out too (preview here). Friendly reminder: First Second is putting out eight books in their August-November wave, including Eddie Campbell's & Dan Best's The Amazing Remarkable Monsieur Leotard (August) and an all-in-one edition of Emmanuel Guibert's Alan's War (November).

Tom of Finland: The Complete Kake Comics: This merry volume is published by art book specialists Taschen, which I suppose is why Diamond plopped it in the Merchandise section of their list with various Moetan PVC statues. No matter - a scant $29.99 will get you 704 pages(!) of vintage leather exploits, 1968-86. Don't consult this preview if your boss is staring at the screen right now or anything.

Amor Y Cohetes: Being the seventh and final volume of Fantagraphics' chunky collections of vintage Love and Rockets material, bringing together 280 pages of assorted comics that didn't really fit into a series of any sort. Highlights include Beto's complete BEM, and... the works of Mario. Only $16.99; preview here.

Color of Rage: For some, all that needs be said is "Kazuo Koike writes a blaxploitation samurai manga" to get $14.95 in cash thrown at the nearest comics retailer, but for the more recalcitrant among you: this is a 416-page one-off from 1973 (drawn by the heretofore unseen-in-English Seisaku Kanou) about an African-American man and a Japanese man who escape a slave ship, shackled to one another, and confront the many injustices of Edo Japan in quintessential manly style. Dark Horse promises "plenty of action, fighting, blood, sexiness, and more fighting," and I'll hold them to that. Have a look.

JLA Presents - Aztek: The Ultimate Man: But others will be jazzed by a different kind of reprint. Here, finally, is the 240-page entirety of this 1996-97 series from writers Grant Morrison & Mark Millar, a loose fragment of Morrison's JLA mythos. I've never read all of this, but what I've seen looked fairly bright and episodic as far as '90s spandex went.

Tor #1 (of 6): Well, shit. It's a new prehistoric action miniseries from writer/artist/co-creator Joe Kubert. Not in 3-D, but it'll probably look nice. DC also has issue #1 (of 12!!) of The War That Time Forgot this week, in which a whole bunch of otherwise unoccupied corporate properties (Enemy Ace! Firehair! Tomahawk!) find themselves on a weird island where they fight dinosaurs and shit. For twelve issues. This does sound like something writer Bruce Jones might have soaked in way back when; Al Barrionuevo & Jimmy Palmiotti provide the visuals.

House of Mystery #1: Oh god, they won't stop coming back. This one's a new Vertigo project, primarily written by Matthew Sturges (Jack of Fables) with art by Luca Rossi, but the first five issues will have an added value short by writer Bill Willingham (just plain Fables) and a unique guest artist (who is it this issue? that's a mystery to me). Five people are stuck in the titular house, so they turn it into a sort of extra-dimensional bar & grill where tales are exchanged for eats. Too cute preview here.

The Man With No Name: The Good, the Bad and the Uglier #1: One day, everything will be a comic. And everyone. But for now, Dynamite Entertainment's got another horse-ridin' character up from the past, written by Christos Gage with art by Wellington Dias. Visions of shooting.

The Invincible Iron Man #1: You may have heard of a recent motion picture adaptation of this superhero character. Banking on everyone in North America being driven into an Iron-frenzy by the silver screen then opting to wait until New Comics Wednesday to buy stuff, Marvel has a lot of related books out. This is an all-new ongoing series from writer Matt Fraction and artist Salvador Larroca, in which new readers are beckoned to climb aboard. See here. Also: Iron Man: Viva Las Vegas #1 (of 4), from writer Jon Favreau (director of the movie) and artist Adi Granov (of the Extremis storyline and a designer on the movie). Here see. Further: a trade for Iron Man: Enter the Mandarin, from writer Joe Casey and artist Eric Canete. Moreover: Iron Man: War Machine, compiling a suite of early '90s Jim Rhodes-era issues (#280-291) from writer Len Kaminski. And don't forget added Fraction in Punisher War Journal #19, although I don't think Tony Stark's anywhere near that.

Infinity Inc. #9: Milligan.

American Splendor Season 2 #2 (of 4): Pekar.

Action Comics Annual #11: Donner. No, seriously - here's the ending to that Richard Donner/Geoff Johns/Adam Kubert storyline that started 18 months ago.

Rex Libris #11: Hmm, more of James Turner's man-of-action librarian, from Slave Labor. Never know when to expect it.

My Inner Bimbo #4 (of 5): And over in Oni pamphlets, we've got Sam Kieth's & Josh Hagler's look inside a man's persona.

Jack Staff #16: Paul Grist, Image. Preview.

Scud: The Disposable Assassin #24: Final issue, for those keeping track.

Omega: The Unknown #8 (of 10): Best monthly comic out of the front of Previews, right here.

Foolkiller MAX #5 (of 5): Not the best monthly comic out of anywhere in Previews, but I like it ok anyway. Look.

Dark Tower: The Long Road Home #3 (of 5): Christ, this is a lot of comics, isn't it?

Abe Sapian: The Drowning #4 (of 5): I'm reading this.

Eden: It's an Endless World! Vol. 10: I'm not reading this (just couldn't keep up), but I know some of you are very happy that Dark Horse continues to push Hiroki Endo's ongoing sci-fi saga, currently up to Vol. 17 in Japan.

Mack Bolan - The Executioner: Devil's Tools #2 (of 5): Three things were noteworthy about the (mostly bland) first issue of this: (1) Douglas Wojtowicz scripted it in the chunky, exclamatory manner of a current newspaper drama strip, but also added the gory injury-to-the-eye action I've always demanded from Judge Parker; (2) it was entirely aware of exactly how thoroughly The Punisher has covered the same ground in comics, leading to assorted nods and jabs toward the younger franchise; and (3) the whole thing was awash in how deeply, profoundly moral Mack Bolan's War on Nasty happens to be, and how Bolan would never kill a simple truck driver for criminals because their families need to eat, and how illegal weapons need to be off the streets, and etc. etc. Hey, if you're gonna set yourself apart...

Madman Atomic Comics #8: Meanwhile, one thing was noteworthy about the prior issue of this: (1) it was really fucking unsettling. So pop on in for this new issue of the super-groovy, nifty-keen adventures of Frank Einstein, your go-to guy for really fucking unsettling. He did eat an eyeball once...

Powr Mastrs Vol. 1 (of 6): Hey, C.F.'s fine PictureBox fantasy is being offered again. I liked it, a lot. While you're at it, pick up Jason's Why Are You Doing This? from Fantagraphics for more oddly-seen suspense. If you haven't already, and you don't already have enough to buy this week.

Labels:

5/04/2008

Are we this far into 2008?

Hickee Vol. 3, #3

(this lil' thing first appeared in The Comics Journal #286, Nov. 2007; I broke up the paragraphs more and added new images for the online version)



There’s a nice little story by Scott Campbell in the latest issue of this continuing humor anthology. It’s called Gladiating, and sees two pals in archetypical Ancient Roman times attend a gladiatorial event. They speak in cheesy, period-inappropriate slang, buy concession snacks, etc. A full 1/3 of the six-page short is spent illustrating the combatants in the main event, ranging from such classics as a guy with a mace and a guy with a trident, to a man wearing the top of a tank and a man carrying a potted plant.

Eventually the obligatory ‘guy holding a net’ somehow wins, leading to a frenzy of underdog-supporting enthusiasm. One of the pals buys lots of merchandise, and gets the surviving “net dude” to fill out an autograph. The net dude mentions he’s happy he won, since it means he gets to go free. The pals are happy to meet him, but they don’t really understand what freedom means to him, or possibly at all. “I am going to frame the crap out of this.”



It’s cute. Very simple, very light, but it makes its point in a fast and attractive manner, filling some space with modest, effective visual flare without losing any humor value. It’s also, somewhat unfortunately, the peppiest thing in this particular issue. None of the contributors are especially lacking in funny picture skill, mind you - Graham Annable and Nathan Stapley in particular are good command of visual nuance and panel-by-panel pacing.

But the skits and sketches in this Hickee are low-key to the point of spontaneous memory loss on the reader’s part, which seems odd to say about a book featuring chainsaw dismemberments and competitive face-farting, but that’s how it is. Several of the contributions give off the feeling of rejected Mad or Nickelodeon Magazine pitches, the sort of material that might seem better if shored up by more varied (if not substantial) surrounding content, which is lacking here. Did we really need two board game parodies? Maybe the cartooning aptitude here will be enough for some to lay down three bucks, but others may wish there’d been enough good stuff to carry the fair.

5/03/2008

Old Building

*I did something slightly different for Free Comic Book Day this year - I went up north to visit my parents, away from all the usual shops.

I doubt I missed much back in town. They held Ethnicity Fest a week earlier this year, at a new location on a local university's campus; no viking ships blocking traffic this time. Predictably, it wasn't quite as good; I guess I need to see a boat on the street to truly appreciate the melting pot of local society. Plus, they'd already put all the chicken skewers away by the time I arrived.

So I returned home. The old city was the location of the very first Free Comic Book Day, back in 2002. It was also the date of my return to reading comics on a regular basis. No, seriously - Free Comic Book Day worked for me, as the crucial nudge that sent me falling off the cliff.

I recall it was a sunny day in 2002; it was overcast today. Both of the primary shops in town had moved their locations since six years prior, but I knew where they were - I'd kept up. There was a third shop around, long ago - it looked like a guy's fantastically sloppy living room, packed with longboxes and loose issues of every color and stripe, with no order imposed whatsoever. That place closed down soon after my visit, but I kind of feel like I missed something not asking the owner to help me find a book - I wonder if he had it all memorized.

I walked the old path to one of the shops, passing by its old location. The wall there used to be brightly painted, but it wasn't there anymore. The shop itself was gaming focused; it had been back in 2002, actually, when I sent a big pile of Peter Bagge comics accidentally tumbling onto an important tabletop game over by the Indy section. I bought Phoebe Gloeckner's A Child's Life there, and my first copy of Milligan/McCarthy/Swain's Skin. They didn't participate in Free Comic Book Day this year; maybe they figured it wasn't their scene anymore. The comics section didn't look well-traveled.

Across town, I visited the other comics shop, my primary shop from Ground Zero 2002 until I moved away. They had balloons hung up outside, and a big inflatable Spider-Man crawling up the outside wall - give them credit for enthusiasm. They pulled out all the stops inside, with big tables of free stuff -- including a free local minicomic!! -- and an all-day signing by a local artist. There was an accordant back-issue sale, and I picked up some nice old Howard Chaykin material, including Marvel Premiere #32 (featuring the very famous and well-remembered character find of 1976, Monark Starstalker) and The Hulk! magazine #21 (sporting a color Dominic Fortune back-up, written by Denny O'Neil).

The place was pretty much packed, even though I'd arrived after 2:00 in the afternoon; lots of kids were roaming around, and the owner was patrolling the aisles, calling out helpful instructions. Four free comics per person. Signing and sketches up front. Did anyone forget their umbrella? Wait, shit - that was me. I get a little absent-minded fishing through old Hulk magazines.

During my search, I overhead someone mention to a just-arrived regular that the Fantagraphics and Drawn & Quarterly samplers were over by the check-out counter - I suspect the Gordon Lee case, though the charges were finally dropped, put some concern into retailers across the nation, hence the private section for exactly two books, both of which I wanted. No big deal - I asked for the good shit by name.

Thrills therein:

I.G.N.A.T.Z.: That's "International Graphic Novels At Their Zenith," as the cover of Fantagraphics' entry relates; I wonder how long it took for someone to cook that up? Anyway, it's a pretty useful little pamphlet, in that it cleanly sets out which of Fanta's and Coconino Press' Ignatz series have reached completion, and which ones to expect next. Yes, Babel #3 is on its way, although the coloring apparently wasn't done in time to make press. I suspect most of the previews, running two to five pages, won't do a ton to attract new readers - I like Sammy the Mouse a lot, but seeing the title character getting pressed down by the finger of God and nothing further doesn't do a lot to whet the appetite. At least it alerted me to the content of David B.'s story in MOME Vol. 12: a sequel to his naked zealots opus The Armed Garden! No more Beto in this format either, but further Gipi is supposedly on its way.

Gekiga!: God bless Drawn & Quarterly for stuffing their 32-page giveaway with '60s and '70s manga; us mature readers don't like to pay for things either! The selection from Yoshihiro Tatsumi's upcoming Good-Bye (also the title of the semi-infamous Catalan Communications Tatsumi collection from back in the day, now deemed by the artist to have been a pirate translation) is about as expected; it's the first 11 pages of a story titled Hell, dealing directly with the legacy of Hiroshima in a more character-detailed manner than many of Tatsumi's previously translated tales. But the star of the show is surely the extract from Seiichi Hayashi's Red Colored Elegy, which looks far more in tune with the beautiful/nightmarish visual drive of Yoshiharu Tsuge than anything else seen of gekiga in English. I can't wait.

EC Sampler: Aw, who can release a quartet of free '50s frolics on a superhero movie tie-in marketing holiday? Not me. Others have already pointed out the curious nature of Gemstone's selections - none are particularly representative of EC's sci-fi, war and horror comics, though at least they managed to hit all the major genres. But I'm still happy to see the book's one genuine half-classic, Under Cover, one of the Shock SuspenStories. A relentlessly downbeat, palpably angry chronicle of a Klan-like secret society's ugly deeds, it's damn near an American gekiga story in its blunt, bristling view of a grimly 'respectable' modern community. Granted, Wally Wood's lavish but very panel-contained visuals are a frank (and lovely!) reminder of what side of the ocean we're on, but putting this and the D&Q book together makes you wonder about where the best of this stuff could have gone in a more amenable timeline...

Walt Disney's Gyro Gearloose: Also from Gemstone came the typical Disney character compilation. I like Gyro, in that I'll like pretty much any comic book character that devotes his life to peddling amazing feats of genius in a wagon down a city road, and this book makes sure to roll out all the big guns, like Carl Barks, Don Rosa (finishing an incomplete Barks concept) and William Van Horn. The Barks story was pretty great, in that it adheres almost exclusively to cartoon science textbook dream logic, and Uncle Scrooge takes disturbing delight in hearing of previous physical harm done to the Beagle Boys. No, seriously - the story ends with a plain loaded with Beagle Boys crashing, and Uncle Scrooge grinning over their howls of pain as the mountain cave he's standing in fills with a tsunami of valuable savings bonds. That's comics.

It was a nice time. I could remember my initial, 2002 visit to that store - Free Comic Book Day wasn't so structured, and publishers sent in heaps of random back issues to give away, and they were all stacked up. No limits. I carried large bags full of stuff home that day - no repeats, but one of just about everything, which is nearly impossible in these more rigid, experienced days.

Walking back to the parking lot, I noticed that wedding photos and videos were taking up the whole of the sidewalk. I tried to duck behind a limousine as I passed, but I think someone's finest memory (for a while, at least) is currently featuring me and a handy Free Comic Book Day advertising bag at the far side of the television replay. I hope my journey makes you think, newlyweds! We can return to the same place, but external and internal maps have ways of getting updated...

5/01/2008

Other Post?

*How about other site?? Er, by which I mean I have a post on The Savage Critics website, not that I have another site all to my own; that would be excessive.

Today's miniature post-before-the-post.

*HOLY SHIT Dept: My ongoing 2008 comics anticipation list just got a new leader. I don't think Gerald Jablonski is all that well known, seeing as how a Google namesearch lists this site you're reading as the first result, and Cryptic Wit #2 will be maybe his... third or so one-man comic ever, I think. But oh boy... it's gonna be something, going by issue #1. I think it took me about a month to read, and by the end I was deliberately limiting myself to one page per night, just so it'd last longer...

4/28/2008

I should spend all my money at comics conventions more often...

*...because I got a lot more than usual done.

LAST WEEK'S REVIEWS:

The Drifting Classroom Vol. 11 (of 11)

Disappearance Diary

Dororo Vol. 1 (of 3)

Plus, NYCC Part 2, as if another 4000 words were somehow necessary.

*All that was missing was some pamphlet reviews for another site I've been neglecting; I get the feeling this week will have several small things to talk about...

THIS WEEK IN COMICS!

Dororo Vol. 1 (of 3): Osamu Tezuka presents monster fighting across the land that is war. Review here.

Thoreau at Walden: This is the new Center for Cartoon Studies project from Hyperion, a 112-page hardcover that sees John Porcellino (of King-Cat Comics) follow four seasons in the life of Henry David Thoreau. I suspect every Porcellino reader will want this. It's b&w, $16.99.

Ordinary Victories: I don't know if it's a reissue or just Diamond getting stuff in stock again, but I've heard good things about this 120-page Manu Larcenet book, all about life's small conflicts - publisher NBM will be releasing a concluding volume, Ordinary Victories: What is Precious, next month. Winner of the overall Best Comic Book prize at Angoulême 2004. Preview here.

The Facts in the Case of the Departure of Miss Finch: Another one of those Michael Zulli hardcovers from Dark Horse, wherein a Neil Gaiman prose story is adapted to the comics form (see also: Creatures of the Night). I believe Gaiman has rewritten this one for the present edition; a subterranean circus and magic and things are involved. Look at it.

Leonard Starr's Mary Perkins On Stage Vol. 4: Gosh, now this thing's 264 pages, covering June 13, 1960 to September 16, 1961 for Starr's drama of the dramatic. Supplements include an introduction by Eddie Campbell, and a Starr interview conducted by Richard Howell & Carol Kalish. From Classic Comics Press, which will charge you $24.95, and is soon be starting a new Wash Tubbs & Captain Easy series, plus Stan Drake's The Heart of Juliet Jones. Note that Dondi Vol. 2 also arrives this week. And hell, IDW has The Complete Dick Tracy Vol. 4, so as not to be left out.

The Complete Green Lama Featuring the Art of Mac Raboy Vol. 1 (of 2): Meanwhile, in Golden Age superhero country, Dark Horse has this $49.95 hardcover devoted to Raboy's Buddhist adventurer of the pulps and panels. Three of the 208 pages are here.

Gon Vol. 4: Aw, that cute lil' dinosaur and his wordless accomplishments - he is an example to us all. This series is still only $5.99, in case you forgot.

Local #11 (of 12): Almost home for Brian Wood and Ryan Kelly; the site is Toronto, and Kelly co-writes. Short preview here.

Black Summer #6 (of 7): Elsewhere in the penultimate, superhero explosions belch chrome and muscle.

The Legion of Super-Heroes #41: Shooters, all.

Kabuki: Reflections #10: Process.

The Immortal Iron Fist #14: Fighting tournament storyline - over. Dare you look?

The Order #10: Entire series - over. Avert your eyes!

Thor: Ages of Thunder #1: Matt Fraction - over two books out in this week alone, including the first in a new suite of extra-sized, $3.99 pamphlets dedicated to the title character's background in godliness. Art by Patrick Zircher of the recent Terror, Inc.

Marvel Comics Presents #8: Noteworthy for the start of a new five-part Machine Man serial from writer Ivan Brandon and artist Niko Henrichon (of Pride of Baghdad). Many bits here.

Elephantmen: War Toys #3 (of 3): The conclusion of large animals firing guns in black & white - all things must pass. Image also has Youngblood #3 this week.

glamourpuss #1: Being Dave Sim's new pamphlet project. I think it's some sort of comics-format essay about photorealistic newspaper strip art, accomplished through renderings of fashion magazine spreads? And there's a 'plot' too? Er, I'll get back to you once I've read it.

DC Universe: Zero: You'd better not buy a cup of that coffee in the machine downstairs -- you know, the machine that didn't even have cups loaded for two weeks so that whenever you'd press the button your drink would just spray all over -- or else you'll miss this $0.50 harbinger of the subsequent DCU. Grant Morrison and Geoff Johns write, J.G. Jones and George Pérez and a whole bunch of other people illustrate. Pray it's a spray of good.

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4/27/2008

And so, the weekend of manga concluded with a visit to the Doctor.

Dororo Vol. 1 (of 3)



This should be out pretty soon. It's the new Osamu Tezuka release from Vertical, Inc., a right-to-left oriented softcover, 312 b&w pages for $13.95. It's doubtful you'll overlook Peter Mendelsund's cover design, which carries a certain charge beyond being merely striking - it's a new look for a new kind of Tezuka book, at least compared to what we've seen in English so far.

Simply put, Dororo is a straight-up action comic, stuffed from cover to cover with big fights, strange monsters, badass heroes, terrible villains, brooding atmosphere, swinging swords, gushing blood, black magic and bizarre phenomena. And that's not something Tezuka is typically known for in the West - Astro Boy might have its fights, but they're usually presented in a gentle-hearted, educational manner (oh when will humans and robots ever love?!), while the likes of Phoenix or Adolph are primarily concerned with philosophy or politics, or fine-tuned suspense mechanisms.

Not here. This is Tezuka's Hellboy, mixing occult politics, reimagined fables and two-fisted monster mashing into its saga of a monster/monster hunter hero, born into this world against his will and looking for somewhere to belong. It was a popular enough project during its initial 1967-68 run, although Tezuka never quite got around to giving it a firm ending. It was adapted to anime in 1969, and more recently spawned a 2004 Playstation 2 game (Blood Will Tell, featuring revised character designs by Hiroaki Samura of Blade of the Immortal) and a 2007 live-action film that's now going to be a trilogy - one might suspect this multimedia push did much to prod the manga's current release.



The story follows the adventures of teenage wanderer Hyakkimaru and his boy sidekick Dororo, as they make their way around a fantasy Japan in the midst of its extended Sengoku period of warring states. Poor Hyakkimaru has it hard from the start. His father, an ambitious Lord, cuts a deal with a horde of 48 demons: each will get one body part from the soon-to-be-born child in exchange for the diabolical power necessary to rule the land. The infant boy is thus born as little more than a human-like lump of flesh, and left to float in a basket, as a bastard, down a nearby river.

But as luck would have it, the bundle is found by The Most Magnificent Doctor in Japan, who discovers that the boy possesses mighty psychic powers and builds him an amazing prosthetic body so as to pass for normal. Seasoned Tezuka readers will note that this concept was recycled in the artist's later Black Jack series (the next Tezuka project Vertical will release!) as the origin story for the title character's own kid sidekick Pinoko, although she didn't have to deal with the shape-shifting spirits of the dead hounding her every step due to her haunted nature. Nor did Black Jack think to install hidden swords in her hollow arms or a "caustic water" hose in one leg - eat your heart out, Ogami Ittō!

Anyway, Hyakkimaru learns that by slaying the 48 demons he can get his lost body parts back, one by one, and he becomes a great fighter of legend who can use his innate superpowers to 'see' and 'hear' enough to hand out credible ass kickings. He also hooks up with Dororo, a child thief who'll fight anyone, tooth and fingernail, and their exploits are duly presented as they grow attached to one another while ending the lives of various entities.



A good deal of space in this volume is spent on both characters' origins -- according to Tezuka in English, Dororo was supposed to be a reader identification figure for the young audience, hence his name as the title, although everyone wound up liking the badass swordsman more -- but there's still time for clashes with a nasty frog monster that's won a village's trust, and a white-haired man who's possessed by the bloodlust of his cursed sword. And if Hyakkimaru seems more a 16th century Daredevil than Zatoichi the Blind Swordsman, rest assured that his luck is just as bad as your favorite Marvel characters of the late '60s - every adventure ends with him and Dororo getting unceremoniously booted out of town by an ungrateful populace.

All of this is accomplished via Tezuka's berserk entertainment aesthetic, which sees broad cartoon slapstick mingle with gory mayhem, comedy transforming into melodrama. Characters sometimes speak in modern slang, read manga, namedrop yōkai artist Shigeru Mizuki, and make reference to space aliens and cyborgs. Tezuka himself pops up on the page a few times, at one point getting his head cut off in the midst of an otherwise serious massacre sequence. Don't ask how Hyakkimaru's body is supposed to work, or how he can process visual information once he gets one of his real eyes back - a powerful trust is required between you and the characters! One delightful bit has Dororo receiving a psychic message, causing him to stare directly into the fourth wall and ask, "Was it you, reader?"

Perhaps because this approach plays out in the form of a horror-tinged action comic, Dororo ultimately feels like the most surreal thing we've seen of Tezuka's. The visual particulars are just as graceful as you'd expect from the Tezuka of the late '60s, sleek in design and swift in pacing, if not nearly as ambitious as they'd get in the older-skewing works of roughly the same time and thereafter (COM had just been founded in '67, for example), but the story's blend of mayhem and laffs and depression creates a uniquely chaotic world, one where Hyakkimaru can pop out his fake eyes as a joke, and duel with a pair of ghost sandals that spew geysers of blood when slashed. The monster designs are excellent, ranging from detailed etchings to gargantuan masses of doomy scribbles.



But in the end, for all its high/low spirits, Dororo is a dark work, one that suggests the effect of gekiga on even Tezuka's most youth-ready concepts. The cloud of war hangs over absolutely everything in these stories, from the circumstances that see both heroes left to wander the land as outcasts, to the demon that positions itself as rainmaker for a town ruined by battle. The cursed sword became addicted to blood after gorging itself on executions, and brings out the latent anger in all who hold it, because all are filled with hate at this world. People starve, resorting to cannibalism. When asked if this is what hell is like, a character replies "Hell's a lot better than this!"

Is it any wonder devils and monsters are roaming around? Tezuka may be patterning some of his stories after old tales, but his setting seems more the result of a man who came of age during a time of destructive militarism, and his struggles between samurai and peasants (do note that Hyakkimaru and Dororo come from opposite ends of the social order!) speak of the upheaval of '60s Japan. Sanpei Shirato's Marx-tinged ninja extravaganza The Legend of Kamui was still ongoing while Dororo was serialized, and though Tezuka's own sword-swinger isn't quite as political, his visions of ancient beasts and creatures from Hell find a most accommodating Japan to slither through.

But they can be killed.



Fitting for an action comic of this sort, the old Tezuka idealism creeps through in the realization that a man can be made whole by rolling up his sleeves, taking off his arms, and cutting through the cruelty of the world. His magic healing may undo the ambitions of the cold and powerful. We won't know, since the work is incomplete, but at least Tezuka's fables can offer some strange consolation, organ by organ through the nation's body populace.

4/26/2008

"This manga has a positive outlook on life, and so it has been made with as much realism removed as possible."

Disappearance Diary

This is the newest release from Fanfare/Ponent Mon, 200 b&w pages for $22.99. It's an acclaimed recent work by longtime manga and doujinshi artist Hideo Azuma, winner of both the Grand Prize for Manga at the 2005 Japan Media Arts Festival and the Grand Prize at the 2006 Osamu Tezuka Cultural Awards.

It's not readily available quite yet. I bought it right out of Fanfare's booth at last weekend's New York Comic Con; owing to Fanfare's distribution troubles, it might not show up in many US stores until late this year, although copies may pop up via UK sources a bit earlier. I think this place even ships free to North America, so keep an eye peeled.



Azuma is yet another one of those influential manga artists who've had basically no work released in English - the situation is especially unfortunate in his case, since this work is an autobiographical comic that would doubtlessly be enhanced by some exposure to the man's body of work. In the 'mainstream' he was noted for humor and sci-fi comics, winning the Seiun Award in 1979 for his Fujōri Nikki. He's apparently done extensive work in autobiographical manga in the small press, and has been long active in doujinshi circles.

And it was from there that he popularized the concept of 'lolicon' -- the eroticisation of young girls -- in manga, from whence much anime and miscellaneous pop cultural fanservice took flower. Granted, Azuma didn't coin the term or anything, nor did he act as some lone, uncaused cause of high school panty flashes and bloody noses. The artist himself, in one of the inevitable 'story of my career' segments of this book, attributes the origins of the stuff to a collision of like-minded interests for which he provided a forum with the fanzine Shiberu.

Fascinatingly, he also characterizes the effort as a reaction to the rise of yaoi in doujinshi circles, which raises a whole host of gender conflict and objectification issues, seeing as how yaoi was both emblematic of the rise of female manga artists as a major force in a formerly male-dominated art form (the 1978 Seiun winner for manga? Keiko Takemiya's To Terra...), and arguably a fetishization of a marginalized subset of the population (homosexual men) for the pleasure of a larger group (heterosexual women).

Did the answer to this phenomena involve a much more powerful group (heterosexual men) focusing their gaze on a larger, less powerful subset of the opposite gender (teenage-and-under women)? I don't know enough to speak with authority, but I do know I'd have liked more reflection on that topic.

That's not what Disappearance Diary is about, though. It has other questions to ponder.



Following a short prelude in which the author drunkenly attempts to hang himself in the woods but winds up falling asleep with the noose around his neck, the book tracks three nasty periods in the life of a man who can't help but vanish from polite company. Events are recounted in a sober, detail-oriented style that brings to mind Kazuichi Hanawa's Doing Time, although Azuma's old-fashioned, blobby-faced art is far brighter, and his construction of each chapter emphasizes absurdities and awkward moments for comedic effect, all the better to juxtapose against the harshness of his subject matter - at times, it's a bit like reading a semi-serious Beetle Bailey graphic novel about Sarge's attempts to drop out of society.

This gives the work a unique tone, one that won't sit well with all readers, I expect. In 1989, Azuma fails to return from a research trip, holing up in the mountains to live without a home, listening to the cartilage in his joints noisily contract as he sleeps in the winter air, eating and drinking and smoking whatever discarded shit he can find. He starts off stealing food from another drifter, but eventually restricts his thievery to books. He cringes at being called a 'beggar,' since he won't beg for anything, but being called a 'bum' is pretty cool. Lots of helpful tips are included for you freegans out there; Our Hero actually winds up gaining weight after establishing a regular supermarket cache, although he does his share of puking.

Most crucially, he shows no remorse, even though he makes it very clear he has a family at home and editors that depend on him. It's Azuma's wife that files the missing person reports that eventually lead the police to haul him back home, but he affords her almost no character in this book. In 1992, Azuma once more winds up running away, this time finding work in pipe fitting under an assumed identity, making new friends and living in a new society, and going so far as to become a cartoonist all over again with his contributions to the company newsletter. And even after he's dragged back home, he persists on keeping up his new life; in one notable instance, he deletes an account of a post-reunion interaction with his wife because "none of this was funny."



Some will find Azuma's self-presentation to be impossibly callous, although I think it's clear this is a deliberate creative choice rather than mere self-absorption. A pair of supplementary interviews -- a giggly, fannish chat with Tori Miki and a 'serious' talk with Kiuchi Maya (the latter of which is literally hidden, like a dvd easter egg, presumably so as not to interfere with the book's aesthetic) -- reveal that Azuma is aware of the effect his actions had on his loved ones, not to mention that his wife did the finishes on the book's art!

Throughout the story there are little reminders, implicit and explicit, that what we're reading is an abridged-for-entertainment account of true events, as if all the pain in the world could be subsumed into wacky gags... or perhaps gags are the better way of making such painful things approachable?

Regardless, a subtext develops from Azuma's creative choices. I think it's natural for the reader to expect a moment of certain realization for the primary character in this sort of book, a point at which he or she can label his or her own actions as 'wrong,' even if it's only some crucial crossing-of-the-line rock-bottom moment ('After I ate that toy poodle without even cooking it, I knew I was sick!'). Often, society at large is thereby affirmed in its existance as the path which all persons ought to stick to on their hike through living ('Now I have a good job and a loving wife, and several unmolested terriers!').

There's none of that in here; stuff just happens with Azuma, and in a fairly merry way, which gives rise to the suggestion that there's nothing implicitly wrong with drastically reasserting one's position in society. The artist a