Archive for the ‘Reviews’ Category

Guest Review – Cue the “Spooky” Synthesizers!

July 29, 2008
The X-Files #0
By Frank Spotnitz and Brian Denham
DC/Wildstorm – saddle-stitched, $3.99

SO, my boyfriend, Brendan, asked me to write a review of the new X-Files comic because I’ve been a huge X-Phile (that’s an X-Files fan, if you haven’t figured) for literally an entire half of my life. As a teenager, my bedroom wall was plastered with the posters, and my action figures were neatly arranged by my Mulder & Scully Barbie dolls. I’ve currently gone back on the message board with the release of the new movie. I am, however, not a comics fan and have not read many comics (ones I’ve read and loved include: Preacher, anything Jeffrey Brown, and currently, Fables). It is with this X-Files-insider, comics-outsider perspective that I review The X-Files #0.

The X-Files #0 page 1, featuring a drawn version of the show’s title sequence.
Click for larger image

This is the first X-Files comic to be written by someone from the TV show — Frank Spotnitz, a producer and writer on the television series (as well as co-writer of the new feature film) — and it nicely captures the feel of the show. In fact, this comic could very well be an episode of the show in drawn form. It’ll definitely feel familiar to anyone who used to watch the series and remembers its stand-alone episodes: It starts with a supernatural and violent incident in a small American town, and Agents Mulder and Scully arrive to help local authorities because of their expertise in “cases that defy rational explanation.” From there, evidence and victims mount as Scully contributes her medical knowledge, and Mulder makes leaps of logic that turn out to be right.

Similarly, the art also captures the aesthetic of the TV show. The colors are dark, and everything seems to be barely lit by small or out-of-reach light sources in dark places, creating persistent shadows. Every panel looks like it could be a freeze-frame of a shot from the show, and has a logical, straightforward progression. There are also a few visual inside-joke gags for the observant fans. Unlike the ‘90s X-Files comics from Topps, in this new comic Mulder and Scully actually look like the show’s stars (David Duchovny and Gillian Anderson). Even their facial expressions (or lack thereof, depending on who you ask) are spot-on. By comparison, the old Topps comics look inappropriately superhero-y.


“This looks like a job for Super Mulder!”
Superhero-style art from Topps’ The X-Files #31.

The only problem with this comic partially results from what is good about it: that this is a self-contained mini-episode of the TV show. That is to say, it feels exactly like the TV show at its height – except imagine if an episode was half as long. This comic so closely follows the formula of a prototypical X-Files episode, it has the effect of simultaneously feeling rushed and being too thin. It feels rushed because it attempts to cram in everything that is “supposed to” be in an X-Files episode in a small space, and it feels thin because once all of the formulaic aspects are laid out, there really isn’t much room left for the storytelling to be very innovative (I figured out what was going on before Mulder did, which almost never happens), or to do anything too deep with the characters or themes.


The more restrained, television-like look of The X-Files #0.

I have reason to be optimistic. As I was telling Brendan my take on this comic, he told me something I couldn’t have known as a non-comics reader – that a #0 issue typically implies that it is an introduction, a teaser. From this perspective, I can see that this issue could be a good introduction for something more. Perhaps in a multi-part series, stories, themes, and characters can be more fleshed out. Maybe they’ll start to feel more comfortable with breaking away from a strict formula. Or, they could possibly find a way to take more advantage of the comic book medium without sacrificing that X-Files feel. After all, watch the pilot episode of the TV show, try to not have it unintentionally make you laugh out loud, and then watch a solid mid-season episode like “Beyond the Sea” or a quirky gem from a later season like the black-and-white “Post-Modern Prometheus.” Tell me that the show didn’t grow to change, evolve, and take risks.

With the TV show long over and the new movie honestly leaving me a bit unsatisfied, some new stories in comic book form could be refreshing. Like Mulder’s poster says, I Want To Believe.

––Akiyo Horiguchi

John Bolton realizes Paul Chadwick’s visions

July 17, 2008
Gifts of the Night
By Paul Chadwick and John Bolton
DC/Vertigo – 4 saddle-stitched @ $2.95

AFTER THE CONCRETE BINGE OF EARLIER THIS YEAR, I looked for more Paul Chadwick to read and came up with Gifts of the Night. There aren’t a lot of examples of Chadwick writing and not drawing, but his collaboration with John Bolton here—for which Bolton received an Eisner nomination—is a great mix of story and art.

The story centers on Reyes, a scholar in a fictional Medieval kingdom who tutors the king’s son, Magdin. He has no higher ambition than to return to his books when not teaching, until one of his lessons inspires a vision that Magdin reports to his father, leading to a successful military campaign. Reyes is instructed to nurture Magdin’s “gift” and tastes power for the first time, starting a relationship with Magdin’s nurse, Clara, and seeing an opportunity to influence the nation. The result is a corruption in his relationships with Magdin and Clara, and his eventual ruin when a member of the king’s inner circle, Leuchet, discovers the source of Magdin’s visions and turns this “new tool of statecraft” to his own ends.

This is all fairly straightforward, but one of Chadwick’s talents is his ability to game out the complex consequences of simple ideas or actions. Reyes’ shift from a disinterest in power to a desperate need to maintain and expand power is believable. Chadwick takes a thoughtful and interesting approach to the meetings of the king’s council, the way that Reyes’ stories become Magdin’s strange premonitions, and the evolution of Reyes and Leuchet’s use of Magdin as a weapon against one another. Both are at first subtle, but the maneuvering culminates in a scene in which both are talking to Magdin at once, gradually shedding the illusion of allegory, and confusing and frightening him, while he sees them as animals battling in front of him.

Visual metaphors like that are the other layer that is placed on top of the narrative. Bolton’s strongest contribution is his illustrations of the many metaphors that Chadwick writes into the story, such as the king’s “wings of hope” in chapter one or Magdin speaking the words of God in chapter two. The text that accompanies these images is sometimes a bit too on-the-nose and could be subtler, but the majority of the word/picture combinations work well.

Gifts of the Night #2, page 4.
Click for larger image.

Bolton’s style makes the blend of the real world and the metaphors that Reyes describes seamless. The overall look is vaguely Medieval in his use of flat planes and simplified perspective, with an earth-tone palette in the main story and different monochrome palettes representing different aspects of imagination and knowledge in the scenes of Magdin’s visions. He uses the palettes brilliantly, as when the monochrome green, which had usually accompanied quiet moments or Reyes’ stories, is tainted by blood in the story’s climax. Bolton’s figures are sometimes stiff, but his well-designed pages and beautiful integration of the story’s fantastic elements make up for it. Todd Klein’s lettering, period-stylized but not overdone, adds to the tone as well.

In addition to the thoughtful meditations on knowledge and power, Gifts of the Night is recognizable as a Chadwick story for its emphasis on love and lust. The beginning of Reyes and Clara’s romance has the genuine excitement of new love, especially as Reyes has never been with a woman before. At the same time, it is his lust for Clara which makes him careless and it invades the rest of the story as Magdin’s visions take an erotic turn (Chadwick also cleverly never quite lets on how Magdin intuits Reyes and Clara’s relationship, or how much of a small supernatural element there really is to his visions). Bolton complements Chadwick well, painting Clara as a realistic woman, pretty but not exactly beautiful (much like how Chadwick draws Dr. Maureen Vonnegut in Concrete), her nudity matter-of-fact rather than sensational.

There are some flaws in the story; a minor thread is dropped toward the end and Leuchet’s final move doesn’t seem to fit. The conclusion of Reyes and Leuchet’s battle of wills in general is less compelling than Reyes’ grappling with his own demons. Reyes’ last, desperate action is perfect, though, and beautifully sets up the story’s sad ending.

Gifts of the Night would make an excellent paperback. Bolton’s art deserves to appear uninterrupted by ads. The story reads well in a single chunk and the chapters flow together smoothly. It’s an unusual story even for Vertigo, more low-key than much of the imprint’s fantasy offerings, but it’s smartly written and beautifully painted, and rereads reveal more detail and greater depth. I know I’ll be reading it again, and would love to be able to do so in that format.

Would you vote for this aardvark?

June 24, 2008
Cerebus vol. 2: High Society
By Dave Sim
Aardvark Vanaheim – softcover, $30

SEEMS LIKE DAVE SIM’S EVERYWHERE THESE DAYS, and his online comics press ubiquity surrounding the release of Glamourpuss and Judenhass has underlined the hole in my comics reading that is Cerebus. Taking the advice of previous readers, I began with book 2, as the first volume consists mostly of Cerebus’ early incarnation as an anthropomorphic Conan parody, and has apparently dated very badly.

Not that this isn’t still early Sim. In the introduction he writes that High Society was begun “shortly before my twenty-fifth birthday” and completed “shortly after my twenty-seventh birthday,” and it is clearly the work of a young man, excited to be making some of his first comics and throwing everything he can at the page. Both story and art feature a broad range of approaches, some serious and others more whimsical, though the overwhelming flavor is satire.

The story is sprawling, and its focus shifts several times, beginning with Cerebus’ early surprise at his grand reception in the fictional city-state of Iest and the bribery to which his minor role in Lord Julius’ government of neighboring Palnu entitles him. From there he faces reelection to that post and loses, then runs against Lord Julius’s goat to instead become Iest’s Prime Minister, this time winning. In both cases, he is working to ensure Iest’s continuing independence from Palnu, but upon becoming Prime Minister, his own thirst for power leads to a series of blunders and his eventual downfall. Along the way, there are a number of digressions, such as Cerebus’ “kidnapping” by a pair of incompetents, and Petuniacon, in which Cerebus appears in a number of panel discussions and spends days doing sketches for fans. I was unclear on a few details, having not read vol. 1, but most of what I needed was filled in along the way.

The satire largely comes through the open and ever-present government corruption, which every voter is aware of and finds unremarkable. There is only the barest pretense that either candidate wishes to improve the lives of Iest’s citizens and most of them seem to consider participating at all an unpleasant obligation. The election is actually stretched out when a district leader doesn’t bother assigning all of his delegates, hoping that no one will notice. It’s biting stuff and often very funny.

More hit and miss are Sim’s assorted asides and references, of which there are several, notably Cerebus’ first political opponent, Elrod, who talks like Foghorn Leghorn, Lord Julius, who is modeled in appearance and demeanor on Groucho Marx (whose real name was Julius Henry Marx), and Moon Roach, a parody of Marvel’s Moon Knight and tropes of several other superheroes. Sim’s use of Groucho Marx and Foghorn Leghorn are enhanced if readers know who they are, but they also work as eccentrics not entirely out of place in the world Sim’s created, and could still be funny with no knowledge of their sources. Elrod overstays his welcome and Lord Julius’ gags never manage to rise above middling Marx Bros., but both have their moments. Moon Roach, on the other hand, is an overt parody of his source material rather than an homage to it, so whether or not he is funny depends on the reader’s familiarity with and attitude toward superhero comics.

As of High Society, background artist Gerhard hasn’t come on board yet, so the only appearance of his exhaustively rendered architecture is the magnificent cover image of the Regency Hotel, the setting of most of High Society’s intrigue. Sim’s own backgrounds are sparer, his focus on facial expressions and body language. As is to be expected, it’s wobblier than his later work, but still alternately bawdy and evocative. Sim’s attention to detail is impressive, from the textures he creates to each character’s unique style of dress to the observations of his references, as in the way he perfectly captures Groucho Marx’s strangely determined slouch.

Sim’s linework sets the character of Cerebus apart from the rest of the world, drawing him with cartoon simplicity and thick outlines, while human characters are more detailed, approaching photo-realism in some closeups. The mixture of styles extends further, depicting an elf through very thin lines that don’t close entirely to suggest the light radiating from her, while the Moon Roach is a Neal Adams pastiche in his musculature and exaggerated perspective. Some parts are more effective than others. Occasional forays into high contrast black and white are quite successful. Sim draws textures and shadows wonderfully, but when he tries to depict faces without crosshatching, he sometimes loses their shape unless he has an element like Lord Julius’ Groucho mustache to anchor them (he has more trouble with, for instance, Duke Leonardi, modeled on Chico Marx).

Layouts vary widely depending on the effect Sim is going for. Most scenes are traditional comics, mostly two or three tiers, but some feature longer conversations in which the dialogue is separated from the images. An early chapter, “Mind Game II,” consists of a type-set dialogue between Cerebus and a philosopher named Suenteus Po, set against panels of Cerebus traveling an ever-changing landscape. Once Cerebus becomes Prime Minister, the book turns sideways for nearly all of the remaining 140 pages, except for a bravura sequence in which a drunken Cerebus stumbles blindly through the scene and the pages lose all ballast, turning in every direction until someone throws water on him. On some of those pages, reading direction is impossible to follow and it’s a brave move allowing readers to get lost like that, one probably only workable so many pages deep into a book, after the author has gained their trust.

Page 480 of High Society. After 100 sideways pages, a drunken Cerebus throws the page into chaos. Note the page number on the left, meaning most of these panels are actually upside down. Click for larger image.

That Sim has the time to build that trust is a product of the sheer scope of both High Society and Cerebus as a whole. Reading High Society, it felt so much fuller and denser than the average graphic novel, which is partly because of how much Sim crams into each page, but also the simple fact that it is 500 pages––and that’s just one book out of sixteen. The space lets Sim fill his world with detail and history––one entire page is spent explaining the rules of a card game Sim invents for the story.

Those 500 pages are a tour de force, with Sim trying out a staggering number of narrative and artistic devices. A lot of it isn’t successful, so many jokes falling flat and so many digressions going nowhere, but much of it is. The artistic growth is there in every chapter and the content slowly becomes more sophisticated. By the end, it feels very far from its Conan parody roots and I’m fascinated to see where it will go next.

The Other Great Sandman Series

August 26, 2007
Sandman Mystery Theatre vol. 5:
Dr. Death and The Night of the Butcher

By Matt Wagner, Steven T. Seagle,
Guy Davis & Vince Locke
Vertigo Comics – softcover, $19.99

I’ve been devouring these lately. I missed this series when it originally came out in the ‘90s, so it’s been a thrill to discover it in the recent collections. If superheroes are going to make up half of the comics out there, then one of them needs to be a street-level period piece full of realistic violence, frank sexuality, and convincing character relationships, which is exactly what cowriters Matt Wagner and Steven T. Seagle deliver.

Sandman Mystery Theatre follows the original Sandman, Wesley Dodds, who is compelled to fight crime with a gas mask and sleep gas by horrible dreams of human suffering. However, in an inspired move, the series is usually narrated not by Wesley, but by Dian Belmont, the daughter of the district attorney, who is romantically interested in Wesley, but suspects something is weird about him.

The character of Dian is a strong and compelling counterpoint to Wesley’s Sandman. She doesn’t understand what Wesley does, but can hardly complain, as she seems equally unable to hold back from insinuating herself into police investigations. It’s refreshing to see a love interest who is not the typical superhero’s girlfriend in need of constant rescuing and with relatively little agency within the narrative. Giving Dian the bulk of the narration and an active role in each investigation makes Sandman Mystery Theatre just as much her story as it is Wesley’s. Wesley himself is interesting, a meeker Bruce Wayne (rich, double life, etc.) driven by the need to quiet his inexplicable visions rather than a taste for vengeance. When the two are together, Dian is by far the more forceful personality.

Volume five collects eight issues worth of the series, #21-28. It has often seemed arbitrary whether the collections include one four-issue story arc or two, so I was glad that the two arcs in this volume were packaged together, since they really comprise one story. Volume four ended with Dian’s suspicions that Wesley is the Sandman, and the two mysteries in this volume serve as backdrop to her further investigation and the complex interplay of emotions as the two decide how either of them should react. Throughout the series, Dian and Wesley’s drawn-out courtship has actually been the driving narrative, connecting one story to the next, as the mysteries are largely self-contained.

In fact, despite the title, the “mysteries” aren’t usually mysteries at all, a formula that puzzled me for awhile. Generally, one new substantial character is introduced in each story, someone who behaves suspiciously in such a way as to draw connections to the MO of this episode’s killer. While we don’t usually see them kill anybody until the final act, their identity is transparent and Wesley is often on to them from the start. This volume confirms that traditional mysteries, with clues that readers might follow in an attempt to figure everything out faster than the detective, simply aren’t the point. Rather, Sandman Mystery Theatre is a long-form drama, examining why Wesley has to do what he does, what lengths he’ll go to, and whether he needs or can even have a normal life alongside his nightly outings. Tracking down killers is simply exciting window-dressing.

By this volume, the series has abandoned the use of rotating artists and settled on Guy Davis, who also illustrated another detective series, Baker Street. His art is the perfect fit with a pulpy period feel, thin lines and impressionistic shadows that lend a wonderful atmosphere. Vince Locke (A History of Violence) fills in over Davis’ layouts on the first of the two stories, and keeps the look seamlessly consistent (I doubt I’d have noticed without the credit). Unfortunately, the reproduction is all over the place and sometimes just isn’t very good, with a few chapters looking like they were scanned from the printed issues and printed again without any cleanup, leaving paler colors, pixilation, and halos around lines and letters. It’s a shame with the beautiful artwork and is occasionally distracting, but not enough to entirely break the mood.

Overall, I fear that I’ve simply gushed about the series more than given effective analysis, but I really enjoy Sandman Mystery Theatre. It has a unique tone and maturity among superhero comics, a genre that more and more frequently aims at adults but usually misses the mark. The mysteries, though not terribly mysterious, are twisted enough to entertain and unsettle, and the ongoing soap opera keeps me coming back for more. Bring on volume six.

Recommended.


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