Having read the conclusion of Colin Lidston's slice-of-life comic The Age Of Elves, it's clear what kind of story he was actually telling. The plot involves a group of teenagers and their trip to GenCon, a huge gaming convention. Set twenty years ago, it came at a point just a few years before geek culture became the dominant culture, and this was intentional. This is a story about social anxiety, first and foremost. Every member of the gaming group is extremely socially awkward in their own way, and they find their own ways of coping. Sarah, the most "normal" member of the group and the only girl, finds the limits of her willingness to explore outside the group, even as she tires of them. Bram uses intellectualization to mediate social interactions, preferring to layer on a template of rules and gameplay because he has no idea how to interact otherwise. Evan is the burnout of the group, who drinks hard when he experiences social anxiety. Jamie becomes prickly and aggressive, as most of the boys in the group do.
Indeed, this is an interesting examination of how just because someone is socially awkward, it doesn't justify their behavior. One can see in the modern-day phenomenon like InCels and other geek subcultures are every bit as vindictive, hierarchical, and (above all else) misogynistic as mainstream society. Worse, geeks are so often gatekeepers to their secret hobbies that the open resistance to diversity and change is frequently despicable. There are shades of that here, but there's also the palpable sense of camaraderie in the way that they all have each other.
The previous four issues consisted of Sarah questioning her commitment to the group. She's an artist who felt her work went unappreciated by her friends, but she dreamed that upon meeting her fantasy illustration idol at the con, she'd get the spark to her career that she needed. Of course, when she did find new friends at the con as she sought to branch out, they turned out to be middle-aged swingers who tried to seduce her. Note: she was 17 years old. So she's already been burned once with trying to get out of her comfort zone, which is not surprising because the age difference is so huge at the show. Again: this was 2000 when most gamers were older and a generation hadn't been brought up gaming with the easy-to-learn 5th edition of Dungeons and Dragons. And to be frank, it's not like that older generation had social skills that were any better developed. It was a sea of people, many on the spectrum, lacking an understanding of their own neurodiversity and proper coping mechanisms. All they could was try to emulate neurotypical behavior as best they could, which was often not well.
Sarah was burned yet again when her idol took one look at her portfolio and gently tore it to shreds. She also gently ignored Sarah's request to help make her get started, as she even asked for her phone number! However, the illustrator gave her a piece of sound, if difficult advice: think of something you really love, then make something that "makes you feel even more like that." The question for Sarah was, what exactly did she love?
Lidston's art throughout is a great example of how to incorporate gesture and body language to do the bulk of your storytelling. Every angle Sarah stands or sits at betrays her anxiety and awkwardness. When she dresses up as Death (from Sandman) at the costume contest, she doesn't sell it in the least; she looks mortified to be onstage. What made it even worse was Bram coming after she told her friends not to, giving her an unsolicited gift (which included a lecture on things to choose in a particular game) and then expressed his attraction for her in the most awkward way possible. Sarah absolutely exploded at this, already having faced sexualization at the hands of people she thought were becoming her friends. Like her friends before her, she just reached her limit. The scene where Bram offers a hug is painful and hilarious, as she turns him down--again, Lidston's naturalistic style that borrows just a touch from the grotesque does most of the job in relating the narrative.
The denouement is clever. On the car ride back, all the things they got mad about were basically swept under the rug. That said--no one was ready for their regular game night just yet. When Sarah got home, her mother left her a book of paintings from Cezanne. Sarah hit upon one with four gamers sitting at a table with a grizzled sense of camaraderie. She obviously saw herself and her friends in this painting, for better or for worse. Any thought that she may have had that she was somehow better than her friends had been completely erased; all of them proved to be at their worst in a number of ways on the trip, yet they all still made it home together. For now, at least, these were her people. How much any of them learn or grow in the future was left entirely up in the air.
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