Luke Healy emerged from CCS as a fully-formed cartoonist. All of his early minis are excellent and well-designed, and he's been remarkably productive since then, with three books under his belt. His most recent book, Americana, is probably the most straightforward of his books, in that it's a travel memoir that mixes text and comics. At the same time, there's something that's deeper than a simple account of hiking the Pacific Crest Trail from the Mexican border to the Canadian border. This is a story about displacement of identity at a deep level. Healy is a native of Ireland who spent a lifetime obsessing over the USA: its culture, its expansiveness, and its possibilities. He loved America, but he wasn't able to stay here for any appreciable length of time. His visa expired after a year at CCS, and he wasn't able to return until halfway through his second year. He couldn't find any jobs that would allow him to stay.
All of that led him to fixate on walking the Pacific Crest Trail--over 2,500 miles through desert, mountains, and forests. He had no experience hiking or camping at all. His "practice" was the occasional long walk on level land in Ireland. Over the course of over 300 pages, Healy details his struggles (physical and emotional) on the trail and meeting his eventual goal at the Canadian border. The way Healy writes about America and his life, in general, is a pervasive sense of something being missing--something that he could see that was just beyond his grasp. He's uncomfortable in his own skin, and that seems to have little to do with the fact that he's gay. There's a basic sense of total discomfort that's palpable in his other work by way of his characters and author persona, and a little more subdued here. After all, this version of Luke is as much an invention as in his other books, but it's the one based most closely on real events in his life.
It's also subdued because the audience is presented with all-Luke, all the time. He doesn't go out of his way to make himself likable, but he also tones down on some of the negative self-talk. Part of that is through the genuine focus on the experience of hiking the PCT. It was grueling, and he even seriously thought about quitting when he got near Los Angeles. A friend picked up him and he rested for several days, but he decided to go back to the trail again. A sticking factor halfway through was the ill health and eventual death of his grandfather; each time he thought about going home, his family encouraged him to keep hiking. He even managed to talk to his grandfather a few times, who was perfectly delighted that his grandson was hiking in America.
This book, by its very nature, is sprawling and self-indulgent. Healy has no pretensions regarding special insights into hiking, nature, America, or even himself. This is not to say that he doesn't think about and discuss all of these things, and he records it to the best of his ability. He gets across each of the bizarre environments he hikes through, from the Mojave Desert to the High Sierras, and he relays just how poorly prepared he was for all of this. He could barely set up his tent and made poor time at the beginning of the hike. The camaraderie of the trip was an interesting subplot, because it was something that he both cultivated and avoided. He usually preferred to be alone, but there were times that he wanted to share some of his experiences. That became especially true about halfway through the hike, when a mountain lion came sniffing around his tent at night. That motivated Healy to hike much faster and talk his way into camping with other folks at night.
Healy's line is simple, expressive, and surprisingly kinetic. The characters in the book are almost always moving, albeit slowly, and Healy showed a knack for depicting this movement while also providing a real sense of the environment. The pinks and blues he used as single-tone fills added just the right amount of atmosphere.
Ultimately, this is a book about emptying one's self. When one's only concern is surviving on the trail on a day-to-day basis, other things fall away. Healy was twitchy, restless, overstuffed and anxious; he implies that he was drawn to the PCT because it would beat these things out of him. The trail made him lose weight at a rapid pace, his fat reserves consumed by the relentless energy needed for the trail. There was the sort of camaraderie that comes about when people are thrown into a strenuous, isolating situation. By the end of the trail, he had not only become a proficient hiker, but the hike itself became everything. At the end, he felt mostly relief and weariness. He could finally stop. The cumulative effect was like any strenuous, meditative activity: helping Healy empty his mind and quiet it.
I don't think this book had much to do with America per se, other than simply being the setting for this trek. The quote he had at the beginning alludes to this a bit: "I'm driven by my hunger for the American experience. But also by the hope that if I gorge myself on it, I'll become sick of the taste." His PCT trek had nothing to do with the Hollywood or cultural image of America that he was so drawn to. Instead, he took on America as a beautiful, sprawling, and dangerous geographic entity. It was unsentimental, unwelcoming, and yet almost painfully beautiful at times. He let America drain his body of strength, batter him, wear him down, and finally focus. Confronting America in this way is what finally allowed him to release his fixation. It's about having no choice but to let go.
Showing posts with label luke healy. Show all posts
Showing posts with label luke healy. Show all posts
Sunday, December 29, 2019
Thursday, December 28, 2017
Thirty Days of CCS #28: Simon Reinhardt
It’s no surprise that some of the material in the new issue of
Aaron Cockle’s Annotated first appeared in Simon Reinhardt’s grab-bag comic
series Mystery Town. This anthology (sometimes one-man, sometimes with several
contributors) is a pure expression of Reinhardt’s aesthetic vision, which
reflects Cockle’s understanding of our senses being completely mediated by our
cultural influences (or as he might put it, cultural viruses). Where they
differ is in the sharpness and direction of their commentary; for Cockle, it’s
a critique told in the language of the oppressors. For Reinhardt, it’s simply
new grist for a mill of feelings and fears that go back way before capitalism.
Both cartoonists are not at their best when they attempt typical,
narrative rendering. Collage, abstraction, erasure and hints at drawings best
convey what they’re trying to express anyway, and it so happens that it’s their
best fit as cartoonists with a limited toolbox. The conceit of the anthology is
that it’s the official municipal newsletter of a place called Mystery Town in
the USA, with the mayor (Herman T. Billfolde, a name worthy of Groucho Marx),
where all sorts of strange things happen. So there’s a bit of Twin Peaks and
every other form of media featuring a quirky, eccentric town. That said, that’s
not really the focus in most of the stories. Instead, the stories are often
intensely personal and elliptical. Issue 3 has two recurring features: “Nite
Time Music” and “Endless Hallway”. The former is a series of mood pieces about
music at night: in the desert, on the highway, in the forest, in the city. It’s
music as something haunting, something the lingers and evokes deep feelings and
memories. These pieces almost read as fragments of something that Tim Lane
might do.
The latter feature speaks to Reinhardt’s other fascination, which
is the ways in which horror works on a psychological level. Disorientation,
both of the audience and the protagonist, is one way to evoke anxiety and
panic, as not being oriented toward space (and eventually, time) takes away one’s
epistemological foundation. Each of these strips has a different character in a
different hallway, trying to make their way as best they can but sensing that
they are doomed.
Issue #3 is the “Art Issue”, featuring a story where a show about
volcanoes is held in what turns out to be an active volcano that erupts and
wipes out the show and everything in it. It’s a funny send-up of art that cares
less about its target than it does riffing on what kind of hubris would lead an
artist to stage a show in such a place. The citizens of Mystery Town that we
meet are often lonely, sad, scared or some combination thereof. Luke Healy’s
contribution in #4 is a series of drawings on post-it notes that resemble Seth’s
more spontaneous, cartoony style. The fifth issue chases down memories, ghosts,
love and Drone Gang life.
In the sixth issue, Juan Fernandez contributed “Wired”, a
sketchily drawn story about power lines (and cutting them) that has a narration
detailing what happens when one stays awake for too many days in a row. It’s
chilling, especially in how impersonal the imagery is. One of Reinhardt’s best
stories, “The War Years”, is in this issue, about a sojourner in the wasteland
who finds respite in the arms of a woman whose house he comes upon and later
steals a device from her. The terrifying thing about this story is that the man
who’s trekking is completely cut off from communication; he doesn’t know
whether his actions even have meaning anymore. The unknown, Reinhardt suggests,
is much more terrifying than a known horror, even if it’s awful.
Eventually, Reinhardt starts to stray away from straight narrative
and begins to experiment with collage and mixed media, redrawing a page from an
old Adam Strange comic and emphasizing the alienating quality of the shadow ray
shot at him. Mystery Town #9 sees a reversal, as it’s a single story by
Reinhardt that works in thick black lines. It examines the theme of what crime
means during wartime, as a Cyclopean woman lives to steal, until she’s caught
and rehabilitated…for a little while. This is really a story about addiction
and the way one attempts to replace something that’s missing in one’s life with
the object of that addiction. #10 has a lot of guest content from Drake, Nik
James and Dean Sudarsky, and it’s epic in a way that other issues are quiet (it
includes surfing in a fiery ocean, for example), yet it fits into Reinhardt’s
overall aesthetic.
Reinhardt snaps back full force in #11 with a hilarious
send-up of navel-gazing autobio, except that in this case he’s still going to
his boring job even though he just won the lottery. #12 juxtaposes a blank form
against a series of clocks, as the narrator feels like he’s fallen behind time
and doesn’t catch up with it again until his moment of death. It’s an
elegantly-constructed story that still has Reinhardt’s hand in it prominently,
despite its levels of abstraction. #15 has fragments (some dream, some excerpts
from other authors, some autobio), but #16 seems to sum things up with an issue
set at the Mystery Town Awards, an event that in itself is odd and mysterious
as diamonds appear to rain down from the ceiling. It is, as a series, about
fragments and pieces that make up a community and mind.
Reinhardt’s next project was October Movie Diary, a fascinating
account of 31 horror movies watched during October. Each movie got four panels,
and in many ways this is the first time I’ve seen Reinhardt in control of his
line. It’s tough business selecting a few representative images from each film,
yet he was up to the task as he used colored pencil both to create a wash
effect and to color key elements in each panel (like blood). I think it would
be accurate to say that Reinhardt has a cinematic eye when it comes to drawing
comics, but not in any traditional sense. He’s obsessed with the single image
that represents so much more. It’s not just a matter of shock, but a
fascination with the sheer beauty and fascination with something horrible.
Reinhardt is also an excellent critic, humorously and mercilessly reducing each
movie to a few words, for good and ill.
With Reinhardt’s latest comic, Slow Theft, he moved into a comic
book-sized format and full color. The comic reprints some of the best “Nite
Time Music” strips (now in color and it features several new stories by
Reinhardt. Without the Mystery Town scaffolding, these strips feel like they’re
depicting a world that’s desolate and threatening, be they “inside stories” or “outside
stories”, as noted on the back cover. “Maze” is about a world where death can
come up from the ground in the form of a branching lightning bolt. What’s
scariest about this story is that the protagonist’s rules for survival simply
stopped working at a certain point.
The title story is about three people who break into a huge home,
aiming to do a quick smash and grab and then get out. Slowly but surely, they
find the house irresistible, despite multiple attempts by the house itself to
warn them away from there. After months of laying around, they realize that
they can never leave. The “theft” here is not of valuables, but of lives.
Reinhardt’s character design here is clever, and the ratty use of mark-making
adds to the sleazy intentions of the thieves. “The White Woods” is interesting
less than the story than its bleak tone, as a couple in the woods tries to rely
on their physical intimacy as a way of keeping out the desolation of the woods
they’re in, with one character unable to maintain that connection after he’s
been outside for too long. It’s the color contrasts that make this story work,
especially the unsettling white woods themselves. Reinhardt continues to
challenge himself as an artist, and the result is a series of
ever-more-challenging comics.
Labels:
aaron cockle,
drake,
juan fernandez,
luke healy,
simon reinhardt
Saturday, December 31, 2016
Thirty-One Days of CCS #31: Luke Healy
Luke Healy's output has been remarkably consistent since his CCS days. His comics have featured a unique blend of complex and flawed characters who are nonetheless treated with a great deal of empathy, a beautifully clear line and an unfailing ability to throw formal innovations into the mix in ways that serve both plot and character. That clean line and his overall aesthetic made him a perfect match for NoBrow, and so his first long-form book, How To Survive In The North is indeed from the British publisher. Perhaps in deference to scheduling, Healy actually simplified his line even further and kept the narrative & formal tricks to a minimum. Of course for Healy, what that meant was adapting two separate historical events into narratives and then throwing a third, fictional narrative in on top of it as a way of connecting and recapitulating the longer narratives.
The first narrative in the book concerns the ill-fated 1913 Arctic expedition commissioned by Vilhjalmur Stefansson and captained by Robert Bartlett, the second narrative is about ill-fated 1921 Arctic expedition that included Inuit seamstress Ada Blackjack, and the fictional narrative follows a modern-day professor forced into a sabbatical who researches the two expeditions. The common themes include a shocking and selfish disregard for others in pursuit of one's passions, tremendous resilience and courage in the face of impossible odds, Healy smartly gives the reader a taste of each of the storylines at the beginning of the book, all of them in media res, in part to deliver dramatic moments and pique the reader's interest as to how those moments were arrived at. A running theme in Healy's comics finds glib, silver-tongued characters pressuring generous-hearted characters into doing things against their better judgment.
For example, Steffansson uses a series of deceptions to get the highly skilled Arctic sailor Bartlett to lead a vessel that was in no way was ready for the wintry ocean conditions, and Steffansson abandoned them to their fates midway through the voyage. He also convinced Bartlett to take on a group of scientists even though he knew they would not get along with his crew under stressful circumstances. The adventurers that brought along Blackjack were woefully unprepared, lied to Blackjack about the presence of bears on the island they were exploring, lied to her about picking up other Inuits along the way and one of them was openly hostile to her presence. She took the job because she felt the pressure of needing to raise money for her son's illness. Finally, the professor (Sully) had an affair with one his students, a smarmy frat boy who couldn't care less about almost losing his job because of the affair. It wasn't just that they all made bad choices, it was that they were deliberately misled into making those bad choices by false promises.
Things get much worse for each of the protagonists: Bartlett loses his ship and chooses to take a risky course in order to get help; Blackjack is stranded with a dying adventurer while the other two try to take the same risky course; and Sully is further outed. Along the way, each of the protagonists makes valuable allies who wind up being key players. For Bartlett, it's a young Inuit named Kataktovik, whom Bartlett treats with respect and trusts implicitly. That decision wound up being a sound one, as Kataktovik does most of the work that saves Bartlett's life and the life of the crew. For Blackjack, apart from her own wits and grit, she had a cat to keep her company. For Sully, it was a librarian named Kendra who looked out for him and lent him an ear when he needed it most. It's no coincidence that in the teaser at the beginning of the book, all three of the protagonists are pictured at especially low and helpless points interacting with their allies.
Ultimately, the key theme is right in the title: "survive". Survival in the face of a hostile world is a powerful act. For the explorers, it required fortitude, empathy and cooperation. Scratching out a daily existence in the face of multiple natural forces that could easily kill you is both a traumatic and peak experience. Indeed, one explorer from the first expedition found he couldn't go back to normal life after surviving and was the only member of both expeditions. In Healy's hands, he represented someone who did not understand how important empathy was to the equation, and how its lessons could be applied even to mundane, everyday existence. Blackjack was his precise opposite, as she took her reprieve as a gift and made the most of it. In the scene that recapitulates the book, Sully pushes the student out of his life after the student tries to come over for another sexual encounter after it was made clear that the student had no concern for Sully's feelings. Referencing the underlying story behind both expeditions--that they were pointless, ill-prepared and selfishly undertaken--he essentially rejects everything that their relationship had been about. In that sense, Sully granted himself his own rescue.
The use of color was the key to the visual apprehension of the book. NoBrow books sometimes have a tendency to cudgel their readers with their unrelentingly vivid color schemes, but Healy turned down the brightness as much as possible while still adding variety to the book with the green of the ocean, the blue of the skies, the red of Blackjack's tent, etc. The color effectively helps move the eye across the page without distracting it too much. Healy executed his idea about as well as possible, even if the themes were fairly simple and even predictable at times. What made the book work was the quality of his character work, bringing Blackjack, Bartlett and Sully to life and making the supporting characters fully realized characters instead of just ciphers.
I've seen How To Survive In The North makes a few best-of lists this year, and deservedly so. However, Healy's minicomic The Unofficial Cuckoo's Nest Study Companion is the far superior work and is my choice for best minicomic of 2016. It is narratively and thematically sophisticated, its characters complex and its formal flourishes are not only conceptually and visually striking, they are also crucial to the realization of both story and character. There's a certain resonance with the works of Charlie Kaufman here, like Adaptation and Synecdoche, NY. While both of those films veer off into magical realism, the comic does touch on the difficulties of adapting a written work into a performative one, as well as how obsessing over the minutiae of stagecraft can betray hidden meanings.
The mini is a hybrid of a script and a comic. There is a strong meta level here where the reader in essence becomes not just the audience, but an essential part of the story, even listed as part of the cast with a clever footnote. It's one of many meta references in the play that remind the reader that what they're experience is performative, something they are watching that is both real and not real at the same time. The story features four principle characters. There's director Robin Huang, who was drummed out of theater after a disastrous reinterpretation of MacBeth. There is novelist A.B. "Dave" Cadbury, the pen name of a minor author whose book, The Cuckoo's Nest, stunningly won a major literary award. There is Robin's daughter Natalie, who is in detention for coming into conflict with one of her teachers. Finally, there is Wally Milk, the set designer who is in constant conflict with Robin. There's another character, a producer, but he's more of a plot-mover than a fully-formed character. The producer introduces Robin and Dave and says that she wants him to adapt his book to the stage. Wally is hired to design the set, and he has rather firm and immediate ideas on how to do so.
Robin knows that this is her one chance to reclaim her career, though the producer puts all kind of pressure on her in terms of time and adds the dubiously positive news that the premiere will be aired live on BBC. The problem is that the book defies adaptation. It's about a young man in Ireland who grows up without a father and doesn't even know his name until his mother lets it slip on her deathbed. He joins and then deserts the IRA when he gets to Dublin and finds his father's house. The rest of the book is about him painstakingly searching the empty house and making occasional comments, and it ends abruptly and without any resolution. Healy carefully but casually establishes the strained relationship between Robin and Nat as well as the strained relationship between Robin and Wally. Not unlike How To Survive In The North, Healy casually but carefully sets up each character's storyline and then lets it play out like a finely-crafted mechanism, which happens to be the central metaphor of this comic. What's different about this comic is the astonishingly deft bits of misdirection that Healy throws at the reader.
In many respects, the story revolves specifically around Robin and Nat. The reader is given access to their thoughts and feelings in a way that's denied to them for every other character. What becomes clear is that despite her moodiness (which Healy initially uses as a smokescreen), Nat is the one character who has real insight into everything and everybody around her, only nobody will listen. The essence of her observations is this: wasting time trying to fix an event from the past is completely pointless. It is a lesson that every character has to learn in the story. There are any number of other lessons to be learned, like it's important to listen to others and set aside preconceived notions, that the world is a far smaller place than we might think, and that the encomiums of an audience of strangers is far less important than genuine connections with our loved ones. Above all else, it is impossible and irresponsible to try to connect to an absent figure in one's life when there are actual people needing attention.
A lot of this is communicated by that metaphor of the mechanism, wherein trying to reduce something that is in actuality irreducibly complex will only lead to breakdowns, physical and otherwise. The stage Wally is building is a startlingly complex series of rooms moved about through a series of gears, levers and pulleys, and it's so specifically realized in his mind that any other craftsmen who try to help can't help but botch it and injure actors in the process. By the same token, a script is in itself a kind of schematic for a mechanism, wherein actors and stage come together with precision according to her version of someone else's vision. It is not stated explicitly, but the fact that Robin is an Asian woman plays into the story in an important way. She's a double outsider in the theatrical world of London, and it's telling that her MacBeth failed in part because she gave Lady MacBeth and expanded role, including much more dialogue. A woman giving another woman greater prominence in a play written by the playwright of playwrights, it is implied, was an unspeakable crime.
Healy creates a rhythm in this story with a rough four-panel grid wherein certain panels contain a four-panel grid of their own. Other panels are entirely dedicated to the script, which allows Healy to neatly pack a lot of verbiage into the comic without overburdening any individual panel. Indeed, there's a perfect balance of text and image in each panel, and Healy's simple, clear-line style allows him to go small without losing any fidelity in a given sub-panel. Another key formal tactic of Healy in the comic is inserting photographs into the comic. For example, when Robin meets Dave, he reminds her so much of her ex-husband (someone who is otherwise not spoken of) that she superimposes her ex-husband's image on top of his in photo form. The set that Wally builds is so intense and exacting that it too is rendered as a photograph. The contrast between the photos and Healy's clear line style is meant to be deliberately jarring for the reader and conveys a certain kind of bewilderment on behalf of the characters.
Of course, the comic is written and structured as a three-act play (written by Luke Healy), even as it's about someone writing a three-act play; it's as though Healy is laying bare the structure of how a story is made but using that apparent reveal for a specific reason. Indeed, all of that formal cleverness is suddenly made absolutely essential to character and plot in the third act, where a series of revelations (all cleverly and repeatedly foreshadowed by Healy earlier in the comic) served as far more than a brilliant turn. The revelations served to humanize the characters even further, to build empathy and underline connections in a sharp and deeply personal way. The ending, in a story about adapting a story with no ending, is as perfect and apt as Nat's own interpretation of key events, and it absolutely earns the quietly powerful emotion of the final page. The final irony of a comic written like a script is that this particular story was impossible to do in any other medium apart from comics. It's both a brilliant example of comics storytelling and a loving tribute to it.
The first narrative in the book concerns the ill-fated 1913 Arctic expedition commissioned by Vilhjalmur Stefansson and captained by Robert Bartlett, the second narrative is about ill-fated 1921 Arctic expedition that included Inuit seamstress Ada Blackjack, and the fictional narrative follows a modern-day professor forced into a sabbatical who researches the two expeditions. The common themes include a shocking and selfish disregard for others in pursuit of one's passions, tremendous resilience and courage in the face of impossible odds, Healy smartly gives the reader a taste of each of the storylines at the beginning of the book, all of them in media res, in part to deliver dramatic moments and pique the reader's interest as to how those moments were arrived at. A running theme in Healy's comics finds glib, silver-tongued characters pressuring generous-hearted characters into doing things against their better judgment.
For example, Steffansson uses a series of deceptions to get the highly skilled Arctic sailor Bartlett to lead a vessel that was in no way was ready for the wintry ocean conditions, and Steffansson abandoned them to their fates midway through the voyage. He also convinced Bartlett to take on a group of scientists even though he knew they would not get along with his crew under stressful circumstances. The adventurers that brought along Blackjack were woefully unprepared, lied to Blackjack about the presence of bears on the island they were exploring, lied to her about picking up other Inuits along the way and one of them was openly hostile to her presence. She took the job because she felt the pressure of needing to raise money for her son's illness. Finally, the professor (Sully) had an affair with one his students, a smarmy frat boy who couldn't care less about almost losing his job because of the affair. It wasn't just that they all made bad choices, it was that they were deliberately misled into making those bad choices by false promises.
Things get much worse for each of the protagonists: Bartlett loses his ship and chooses to take a risky course in order to get help; Blackjack is stranded with a dying adventurer while the other two try to take the same risky course; and Sully is further outed. Along the way, each of the protagonists makes valuable allies who wind up being key players. For Bartlett, it's a young Inuit named Kataktovik, whom Bartlett treats with respect and trusts implicitly. That decision wound up being a sound one, as Kataktovik does most of the work that saves Bartlett's life and the life of the crew. For Blackjack, apart from her own wits and grit, she had a cat to keep her company. For Sully, it was a librarian named Kendra who looked out for him and lent him an ear when he needed it most. It's no coincidence that in the teaser at the beginning of the book, all three of the protagonists are pictured at especially low and helpless points interacting with their allies.
Ultimately, the key theme is right in the title: "survive". Survival in the face of a hostile world is a powerful act. For the explorers, it required fortitude, empathy and cooperation. Scratching out a daily existence in the face of multiple natural forces that could easily kill you is both a traumatic and peak experience. Indeed, one explorer from the first expedition found he couldn't go back to normal life after surviving and was the only member of both expeditions. In Healy's hands, he represented someone who did not understand how important empathy was to the equation, and how its lessons could be applied even to mundane, everyday existence. Blackjack was his precise opposite, as she took her reprieve as a gift and made the most of it. In the scene that recapitulates the book, Sully pushes the student out of his life after the student tries to come over for another sexual encounter after it was made clear that the student had no concern for Sully's feelings. Referencing the underlying story behind both expeditions--that they were pointless, ill-prepared and selfishly undertaken--he essentially rejects everything that their relationship had been about. In that sense, Sully granted himself his own rescue.
The use of color was the key to the visual apprehension of the book. NoBrow books sometimes have a tendency to cudgel their readers with their unrelentingly vivid color schemes, but Healy turned down the brightness as much as possible while still adding variety to the book with the green of the ocean, the blue of the skies, the red of Blackjack's tent, etc. The color effectively helps move the eye across the page without distracting it too much. Healy executed his idea about as well as possible, even if the themes were fairly simple and even predictable at times. What made the book work was the quality of his character work, bringing Blackjack, Bartlett and Sully to life and making the supporting characters fully realized characters instead of just ciphers.
I've seen How To Survive In The North makes a few best-of lists this year, and deservedly so. However, Healy's minicomic The Unofficial Cuckoo's Nest Study Companion is the far superior work and is my choice for best minicomic of 2016. It is narratively and thematically sophisticated, its characters complex and its formal flourishes are not only conceptually and visually striking, they are also crucial to the realization of both story and character. There's a certain resonance with the works of Charlie Kaufman here, like Adaptation and Synecdoche, NY. While both of those films veer off into magical realism, the comic does touch on the difficulties of adapting a written work into a performative one, as well as how obsessing over the minutiae of stagecraft can betray hidden meanings.
The mini is a hybrid of a script and a comic. There is a strong meta level here where the reader in essence becomes not just the audience, but an essential part of the story, even listed as part of the cast with a clever footnote. It's one of many meta references in the play that remind the reader that what they're experience is performative, something they are watching that is both real and not real at the same time. The story features four principle characters. There's director Robin Huang, who was drummed out of theater after a disastrous reinterpretation of MacBeth. There is novelist A.B. "Dave" Cadbury, the pen name of a minor author whose book, The Cuckoo's Nest, stunningly won a major literary award. There is Robin's daughter Natalie, who is in detention for coming into conflict with one of her teachers. Finally, there is Wally Milk, the set designer who is in constant conflict with Robin. There's another character, a producer, but he's more of a plot-mover than a fully-formed character. The producer introduces Robin and Dave and says that she wants him to adapt his book to the stage. Wally is hired to design the set, and he has rather firm and immediate ideas on how to do so.
Robin knows that this is her one chance to reclaim her career, though the producer puts all kind of pressure on her in terms of time and adds the dubiously positive news that the premiere will be aired live on BBC. The problem is that the book defies adaptation. It's about a young man in Ireland who grows up without a father and doesn't even know his name until his mother lets it slip on her deathbed. He joins and then deserts the IRA when he gets to Dublin and finds his father's house. The rest of the book is about him painstakingly searching the empty house and making occasional comments, and it ends abruptly and without any resolution. Healy carefully but casually establishes the strained relationship between Robin and Nat as well as the strained relationship between Robin and Wally. Not unlike How To Survive In The North, Healy casually but carefully sets up each character's storyline and then lets it play out like a finely-crafted mechanism, which happens to be the central metaphor of this comic. What's different about this comic is the astonishingly deft bits of misdirection that Healy throws at the reader.
In many respects, the story revolves specifically around Robin and Nat. The reader is given access to their thoughts and feelings in a way that's denied to them for every other character. What becomes clear is that despite her moodiness (which Healy initially uses as a smokescreen), Nat is the one character who has real insight into everything and everybody around her, only nobody will listen. The essence of her observations is this: wasting time trying to fix an event from the past is completely pointless. It is a lesson that every character has to learn in the story. There are any number of other lessons to be learned, like it's important to listen to others and set aside preconceived notions, that the world is a far smaller place than we might think, and that the encomiums of an audience of strangers is far less important than genuine connections with our loved ones. Above all else, it is impossible and irresponsible to try to connect to an absent figure in one's life when there are actual people needing attention.
A lot of this is communicated by that metaphor of the mechanism, wherein trying to reduce something that is in actuality irreducibly complex will only lead to breakdowns, physical and otherwise. The stage Wally is building is a startlingly complex series of rooms moved about through a series of gears, levers and pulleys, and it's so specifically realized in his mind that any other craftsmen who try to help can't help but botch it and injure actors in the process. By the same token, a script is in itself a kind of schematic for a mechanism, wherein actors and stage come together with precision according to her version of someone else's vision. It is not stated explicitly, but the fact that Robin is an Asian woman plays into the story in an important way. She's a double outsider in the theatrical world of London, and it's telling that her MacBeth failed in part because she gave Lady MacBeth and expanded role, including much more dialogue. A woman giving another woman greater prominence in a play written by the playwright of playwrights, it is implied, was an unspeakable crime.
Healy creates a rhythm in this story with a rough four-panel grid wherein certain panels contain a four-panel grid of their own. Other panels are entirely dedicated to the script, which allows Healy to neatly pack a lot of verbiage into the comic without overburdening any individual panel. Indeed, there's a perfect balance of text and image in each panel, and Healy's simple, clear-line style allows him to go small without losing any fidelity in a given sub-panel. Another key formal tactic of Healy in the comic is inserting photographs into the comic. For example, when Robin meets Dave, he reminds her so much of her ex-husband (someone who is otherwise not spoken of) that she superimposes her ex-husband's image on top of his in photo form. The set that Wally builds is so intense and exacting that it too is rendered as a photograph. The contrast between the photos and Healy's clear line style is meant to be deliberately jarring for the reader and conveys a certain kind of bewilderment on behalf of the characters.
Of course, the comic is written and structured as a three-act play (written by Luke Healy), even as it's about someone writing a three-act play; it's as though Healy is laying bare the structure of how a story is made but using that apparent reveal for a specific reason. Indeed, all of that formal cleverness is suddenly made absolutely essential to character and plot in the third act, where a series of revelations (all cleverly and repeatedly foreshadowed by Healy earlier in the comic) served as far more than a brilliant turn. The revelations served to humanize the characters even further, to build empathy and underline connections in a sharp and deeply personal way. The ending, in a story about adapting a story with no ending, is as perfect and apt as Nat's own interpretation of key events, and it absolutely earns the quietly powerful emotion of the final page. The final irony of a comic written like a script is that this particular story was impossible to do in any other medium apart from comics. It's both a brilliant example of comics storytelling and a loving tribute to it.
Thursday, December 3, 2015
Thirty Days of CCS #33: Dog City
The latest edition of another significant CCS anthology series, Dog City, went in a different direction than the first three volumes and took some interesting risks in doing so. While the first three volumes used clever packaging and design in order to celebrate the minicomic, Dog City #4 is a book that celebrates collaboration. Unlike what we might think of as collaboration in comics, this isn't really one person handling the script and one person handling the pencils. Instead, each of the seven stories features a far more involved level of collaboration, with each pair of artists deciding on methodology and division of labor in a different manner. The results were highly uneven but still quite interesting.
A lot of the matches were between cartoonists in different countries, and also between men and women. I'm not sure if this was by design or a natural consequence of how the editors (Juan Fernandez, Luke Healy and Simon Reinhardt) sought out talent, but there's no question that this diversity made for a more interesting comic. The first story, "Untitled Correspondence", was in many ways the most intimate collaboration, in that Swedish cartoonist Disa Wallender and American cartoonist Matt Davis literally mailed pages of drawings and scraps of drawings to each other, cannibalizing and reusing the other's images in photocopies and montages. The story itself was about consumption, criticism and creativity, as well as the diferences between virtual and real-life experience of art and experience itself.
American Sasha Steinberg and Irishman Luke Healy collaborated on the best story in the book, "Berghain Berlin". This is about identity on a literal level, as we meet a dull cubicle worker named Karl in Berlin and quickly understand that he has a queer alter-ego named X. With Healy drawing the story from Karl's perspective and Steinberg from that of X, we quickly start to question who is real and who is in fact the alter-ego. The dizzying scenes in an underground club and the dissonance between Karl and X are sharply portrayed, as X eventually must learn to integrate aspects of both people into his life. The different styles of each artist clash in a manner that makes complete sense given the context of the story, but that clash is an organic one and in no ways feels contrived.
Brazil's (but now in Taiwan) Iris Yan and Ireland's Sarah Bowie collaborated on "Crossed Memories", and their approach to this memoir comic was to react to something from the prior artist's page. The chemistry between the two was remarkable, as a page by Bowie that evoked memories of growing up in a rural area is matched by Yan recalling the details of her father telling her about growing up in the countryside and making "cow pies" to use as fuel. That led to Bowie recalling a story about burning coal (using the last image from Yan as a visual seque), which led to Yan thinking about barbecues, and so on. There are interesting coincidences, like Yan and Bowie they were both tall for girls their age, which led to both considering the social implications of their height. Bowie's gritty style is a nice contrast to Yan's simpler, cleaner line.
Britain's Ed Cheverton and America's Dan Rinylo did a trippy strip that looked and felt a lot like the sort of thing that Marc Bell does. I found that distracting in reading it, though I imagine the inspiration might have come from any number of artists who have made Bell's unique style a key influence, especially the Adventure Time and other Nickelodeon artists. I'm familiar with Rinylo's other work and it hasn't looked quite like this, and one gets the sense that this collaboration came about quite organically, but it's not especially strong work overall.
Reinhardt teamed with Whit Taylor to create a series of small moments in "Gestures", where they switched writing and drawing responsibilities depending on the titular gesture. I thought the first two mini-stories, involving a failed attempt at breaking a pinata and a woman alone at her apartment brushing her teeth, were interesting because they hinted at deeper emotional subtext, whereas the next two didn't have much to offer beyond the surface facts. Taylor's increasingly stripped-down and refined line and open-page layout made the strips she illustrated more visually appealing than those of Reinhardt's whose occasional over-rendering was distracting.
Aaron Cockle and Fernandez sent each other drawings, and each would work over the drawings of the other. This was the most intensely integrated collaboration of the book, as the outcome didn't strong resemble the styles of either artist but ceretainly had elements of each. The blotches, scribbles, splatters and stabs were given context by text later added by Cockle, grounding the images with musings about wandering, the possibility of integrity and the reality of heartbreak.
Finally, Jennifer Lisa and Caitlyn Rose Boyle's collaboration is at once seamless in the sense that it wasn't clear who did what, but the line weight and line quality varies so much that it looks like a hastily constructed 24-hour comic rather than a carefully considered work. That's too bad, because they touched on some interesting issues regarding the ways in which teenage girls relate to each other as friends.
Overall, there are a couple of excellent stories in here as well as some lesser efforts, but the process of collaboration was clearly a reward in and of itself for the artists. I'm not sure all of it merited publication, but I admire the chances that were taken here and how difficult it must have been for the cartoonists to move out of their comfort zones.
A lot of the matches were between cartoonists in different countries, and also between men and women. I'm not sure if this was by design or a natural consequence of how the editors (Juan Fernandez, Luke Healy and Simon Reinhardt) sought out talent, but there's no question that this diversity made for a more interesting comic. The first story, "Untitled Correspondence", was in many ways the most intimate collaboration, in that Swedish cartoonist Disa Wallender and American cartoonist Matt Davis literally mailed pages of drawings and scraps of drawings to each other, cannibalizing and reusing the other's images in photocopies and montages. The story itself was about consumption, criticism and creativity, as well as the diferences between virtual and real-life experience of art and experience itself.
American Sasha Steinberg and Irishman Luke Healy collaborated on the best story in the book, "Berghain Berlin". This is about identity on a literal level, as we meet a dull cubicle worker named Karl in Berlin and quickly understand that he has a queer alter-ego named X. With Healy drawing the story from Karl's perspective and Steinberg from that of X, we quickly start to question who is real and who is in fact the alter-ego. The dizzying scenes in an underground club and the dissonance between Karl and X are sharply portrayed, as X eventually must learn to integrate aspects of both people into his life. The different styles of each artist clash in a manner that makes complete sense given the context of the story, but that clash is an organic one and in no ways feels contrived.
Brazil's (but now in Taiwan) Iris Yan and Ireland's Sarah Bowie collaborated on "Crossed Memories", and their approach to this memoir comic was to react to something from the prior artist's page. The chemistry between the two was remarkable, as a page by Bowie that evoked memories of growing up in a rural area is matched by Yan recalling the details of her father telling her about growing up in the countryside and making "cow pies" to use as fuel. That led to Bowie recalling a story about burning coal (using the last image from Yan as a visual seque), which led to Yan thinking about barbecues, and so on. There are interesting coincidences, like Yan and Bowie they were both tall for girls their age, which led to both considering the social implications of their height. Bowie's gritty style is a nice contrast to Yan's simpler, cleaner line.
Britain's Ed Cheverton and America's Dan Rinylo did a trippy strip that looked and felt a lot like the sort of thing that Marc Bell does. I found that distracting in reading it, though I imagine the inspiration might have come from any number of artists who have made Bell's unique style a key influence, especially the Adventure Time and other Nickelodeon artists. I'm familiar with Rinylo's other work and it hasn't looked quite like this, and one gets the sense that this collaboration came about quite organically, but it's not especially strong work overall.
Reinhardt teamed with Whit Taylor to create a series of small moments in "Gestures", where they switched writing and drawing responsibilities depending on the titular gesture. I thought the first two mini-stories, involving a failed attempt at breaking a pinata and a woman alone at her apartment brushing her teeth, were interesting because they hinted at deeper emotional subtext, whereas the next two didn't have much to offer beyond the surface facts. Taylor's increasingly stripped-down and refined line and open-page layout made the strips she illustrated more visually appealing than those of Reinhardt's whose occasional over-rendering was distracting.
Aaron Cockle and Fernandez sent each other drawings, and each would work over the drawings of the other. This was the most intensely integrated collaboration of the book, as the outcome didn't strong resemble the styles of either artist but ceretainly had elements of each. The blotches, scribbles, splatters and stabs were given context by text later added by Cockle, grounding the images with musings about wandering, the possibility of integrity and the reality of heartbreak.
Finally, Jennifer Lisa and Caitlyn Rose Boyle's collaboration is at once seamless in the sense that it wasn't clear who did what, but the line weight and line quality varies so much that it looks like a hastily constructed 24-hour comic rather than a carefully considered work. That's too bad, because they touched on some interesting issues regarding the ways in which teenage girls relate to each other as friends.
Overall, there are a couple of excellent stories in here as well as some lesser efforts, but the process of collaboration was clearly a reward in and of itself for the artists. I'm not sure all of it merited publication, but I admire the chances that were taken here and how difficult it must have been for the cartoonists to move out of their comfort zones.
Tuesday, November 25, 2014
Thirty Days of CCS, Day 25: Luke Healy and Simon Reinhardt
Luke Healy is one of my favorite of the recent CCS grads, both in terms of his line and his dark sense of humor. Like many recent CCS grads, he often reaches into genre tropes to generate ideas. One such example is the first chapter (of three) of The Exquisite Corpse. The high concept is ingenious: personal fitness trainers literally swap consciousnesses with clients so that they can get their bodies fit over a several month period. The trainer in this story also has the difficulty of dealing with his client's smoking addiction, which leads him to violate some rules before he's accused of murdering his client. Healy sticks to a crisp 3 x 2 grid on each page, giving this story a steady rhythm with a simple line. Starlight doubles as a fan club publication for the world's #1 pop star, one who is obsessed with cake and her missing mother. This mini veers off into some truly weird directions as it explores fame, memory and what it means to be stricken from the public record. Both of these stories can be found in anthologies; the former will be in Maple Key volume 4 and the latter in Dog City 3.
Mountain, Take Me is a story about a group of teens who follow a woman who predicts that the end of the world will occur on that particular day. It's really about a girl who returns to her small town after several years away, and how difficult it is to integrate herself back into the community. In many ways, she clearly feels for this outcast woman who hikes to the top of a mountain in order to meet her maker. It's also pitch-perfect in the way he gets at the way teens talk. LCD finds Healy satirizing blogger culture in a hilarious but dark manner, as a stand-in character moves to a new city and finds it hard to meet people and generate material for his blog. A TV with a particular, pornographic image burned into that he received for free stops becoming a conversation piece and takes over his life bit by bit, until the final, inevitable scene. The superimposition of images from the TV that then starts superimposing itself on his consciousness and vision is a clever visual conceit, especially thanks to Healy's slightly smudged pencils.
Bob is my favorite of Healy's comics. It's the one that stretched him the most as a draftsman, as he worked a number of different styles into this Walter Mitty-esque story of a man who imagined himself as the protagonist in all kinds of different scenarios: a worker clone whose DNA was based on Jackie Gleason, a Seinfeld-style sitcom, a tavern-based soap opera and several other TV-related tropes. It's a sad and funny story about a man trying to break out of his shell who gets his heart a little broken, but in the end gets something from the experience. The drawing is excellent, as Healy is enough of a style mimic to make the transition from trope to trope easily understandable and leave quite an impact.
Simon Reinhardt's recent work is clearly the best of his young career. While always conceptually interesting, his minis suffered from some of his technical limitations. Take At The DJ Screw Museum, for example. His rendering is once again crude, but his use of color to create both positive and negative space brings this mutation of a story by Donald Barthelme to life. It's a hilarious send-up of museum design as well as a loving tribute to the mixtape master. On the other hand, his collection of his absurdist strip Detectives doesn't quite work because the color seems more perfunctory here, and the crudeness of the rendering combined with the aimlessness of the humor give the whole thing an undercooked quality.
On the other hand, that loose crudeness actually aids Superstition, the story about what happened when James Kidd disappeared. A quiet man, he simply disappeared on a trip one day and had no heirs or relatives. Eventually, a will was found in his effects that left his money to whomever could prove that the soul was real and could be photographed when leaving the body at death. Reinhardt actually clips a copy of his will inside the comic on yellow paper, adding a nice primary source touch. Reinhardt gives the facts as they were known, but he also muses on the nature of mysteries in general, relishing their existence.
The best mini in his bunch, the excellent Lost Films, picks up on this film of what is lost and unknown in a fascinating way. A writer is recruited by an eccentric and wealthy man for a mysterious project. He's informed that most silent films from the 1920s and 1930s no longer exist, but that it's his mission to recreate these films with his own director, cast and crew. It's an incredible concept that's visually exciting, as each character is more or less represented by a color form in all but close-up panels. It's a sort of visual shorthand that makes instant sense, as do other uses of this sort of shorthand in the rest of the comic. That use of color extends to the narrative captions, instantly cluing the reader in on who's speaking. Reinhardt gets across the central theme of this comic (longing for what cannot be attained) quite clearly and forcefully while spinning a clever fantasy built out of actual facts.
Mountain, Take Me is a story about a group of teens who follow a woman who predicts that the end of the world will occur on that particular day. It's really about a girl who returns to her small town after several years away, and how difficult it is to integrate herself back into the community. In many ways, she clearly feels for this outcast woman who hikes to the top of a mountain in order to meet her maker. It's also pitch-perfect in the way he gets at the way teens talk. LCD finds Healy satirizing blogger culture in a hilarious but dark manner, as a stand-in character moves to a new city and finds it hard to meet people and generate material for his blog. A TV with a particular, pornographic image burned into that he received for free stops becoming a conversation piece and takes over his life bit by bit, until the final, inevitable scene. The superimposition of images from the TV that then starts superimposing itself on his consciousness and vision is a clever visual conceit, especially thanks to Healy's slightly smudged pencils.
Bob is my favorite of Healy's comics. It's the one that stretched him the most as a draftsman, as he worked a number of different styles into this Walter Mitty-esque story of a man who imagined himself as the protagonist in all kinds of different scenarios: a worker clone whose DNA was based on Jackie Gleason, a Seinfeld-style sitcom, a tavern-based soap opera and several other TV-related tropes. It's a sad and funny story about a man trying to break out of his shell who gets his heart a little broken, but in the end gets something from the experience. The drawing is excellent, as Healy is enough of a style mimic to make the transition from trope to trope easily understandable and leave quite an impact.
Simon Reinhardt's recent work is clearly the best of his young career. While always conceptually interesting, his minis suffered from some of his technical limitations. Take At The DJ Screw Museum, for example. His rendering is once again crude, but his use of color to create both positive and negative space brings this mutation of a story by Donald Barthelme to life. It's a hilarious send-up of museum design as well as a loving tribute to the mixtape master. On the other hand, his collection of his absurdist strip Detectives doesn't quite work because the color seems more perfunctory here, and the crudeness of the rendering combined with the aimlessness of the humor give the whole thing an undercooked quality.
On the other hand, that loose crudeness actually aids Superstition, the story about what happened when James Kidd disappeared. A quiet man, he simply disappeared on a trip one day and had no heirs or relatives. Eventually, a will was found in his effects that left his money to whomever could prove that the soul was real and could be photographed when leaving the body at death. Reinhardt actually clips a copy of his will inside the comic on yellow paper, adding a nice primary source touch. Reinhardt gives the facts as they were known, but he also muses on the nature of mysteries in general, relishing their existence.
The best mini in his bunch, the excellent Lost Films, picks up on this film of what is lost and unknown in a fascinating way. A writer is recruited by an eccentric and wealthy man for a mysterious project. He's informed that most silent films from the 1920s and 1930s no longer exist, but that it's his mission to recreate these films with his own director, cast and crew. It's an incredible concept that's visually exciting, as each character is more or less represented by a color form in all but close-up panels. It's a sort of visual shorthand that makes instant sense, as do other uses of this sort of shorthand in the rest of the comic. That use of color extends to the narrative captions, instantly cluing the reader in on who's speaking. Reinhardt gets across the central theme of this comic (longing for what cannot be attained) quite clearly and forcefully while spinning a clever fantasy built out of actual facts.
Thursday, November 21, 2013
Thirty Days of CCS #21: Luke Healy, Max Riffner, Mathew New, Simon Reinhardt
This time around, I'll be discussing the work of three current students, set to graduate in 2014, as well as one graduate from the class of 2013.
Luke Healy's Of The Monstrous Pictures of Whales is one of the more fully-realized comics I've read from a student. Starting with the beautiful, silkscreened cover, continuing with the whale-themed endpapers and into the confidently rendered, simple clear-line style, Healy creates memorable and distinctive characters as well. Healy's watchword is restraint, as he slowly reveals the reason why two Irish sisters and their mother go on an ocean voyage taking off from Iceland while quickly establishing their fractious interpersonal dynamics. The ship is a whale-watching voyage, and one of the daughters, Liz, is an acerbic young woman who winds up being a sort of object of affection both for a whale (it only surfaces when she's out on a particular deck, soaking her every time) and the slightly buffoonish son of the ship's captain. Moby Dick and Herman Melville are name-checked a number of times, as the comic is indeed about a kind of obsession. In this case, it's about Liz's troubled relationship with her father. The end sequence, which uses larger panels at the bottom of the page to slowly relate in real time Liz's emotional reaction to having pitched something valuable at the whale "following" her and smaller panels on top to flash back to the history of the relationship with her father, is emotionally powerful. Indeed, Healy seamlessly incorporates humor (both absurd and sarcastic) into a comic that at its essence is about grief. I haven't read much else by Healy, but this comic establishes him as part of the very top rank of CCS artists.
Mathew New's Billy Johnson and His Duck Explorers is a Tintin-inspired bit of nonsense. Borrowing a bit of Herge's character design, the story mixes in aspects of Indiana Jones as well as Bill and his talking duck Barrace Wilcox open the comic with absurd dance moves that's a result of a competition performed at random for someone who came to deliver a package. New's sense of silliness goes from there, as they must deliver a trident to the middle of the ocean, Billy angers the statue heads on Easter Island by picking their noses, causing them to get up and walk into the ocean, and the intrepid duo encounters a Lara Croft-style explorer when looking for a valuable artifact. New's line is decidedly unfussy and utilitarian, aiding the gags in the simplest manner possible. The mini itself is an amusing trifle of perfect length, as I'm not sure the concept could sustain a narrative that was much longer than a few pages.
Simon Reinhardt's comic, Crime Planet, is a graphically bold, if extremely silly, comic about the rise and fall of a gangster that brings to mind classic crime series like Crime Does Not Pay. Reinhardt makes up for limited rendering skill with a bold, dynamic sense of page composition, employing dense blacks on some pages to draw in the reader's eye and carefully spotting blacks on other pages so as to move the eye around the page. Starting with a boy who declares that "Crude entertainment has eroded all my moral fiber", Eddie Ford "turns to a life of crime" as a result, He gets recruited to a mysterious criminal organization called Crime Planet, and his subsequent success and eventual downfall are documented in a manner that slips between deadpan and directly comedic. Inbetween, there are various "public service announcements" for neighborhood watch announcements with secret codes and a corpse protection service. Like New's comic, it's all good dumb fun. Reinhardt doesn't quite have the chops to pull off every visual gag he attempts, and that's a strain on the reader at times, but the boldness of his storytelling does offset this difficulty.
Max Riffner graduated in 2013 from CCS, but he's had a long career as a webcartoonist. He did a strip called Lydia that I quite enjoyed. The comics I'm reviewing here were part of this CCS thesis packet and include the minicomic Doomsday Democracy and the book The Crippler's Son. Using a sketchy, expressive style that reminds me a bit of a slightly less scribbly Jeff Lemire, The Crippler's Son is about a professional wrestler nicknamed "The Crippler" (a name he took from his wrestler father) and his much younger brother, James. James is an ER resident whose entire education was paid for by Jack ("The Crippler") and the success that his wrestling career brought him. The Lemire comparisons extend to his Essex County trilogy, which is a story about familial relationships and misdirection regarding same. It's also about James seeking an identity as a gay man who grew up without real family relationships or close bonds. It's also impeccably researched, as Riffner did a fantastic job researching the back story behind wrestling and the kind of terms that only insiders tend to use, and made it part of the book's vernacular. Whether or not someone knows what a "shoot" or "kayfabe" are isn't important, because the technical aspects of the sport are akin to the behind-the-scenes nature of being an ER doctor. Indeed, Riffner makes pointed comparisions between the ER doctor locker room and the wrestling locker room, even if what happens afterward is obviously different. The point Riffner makes is that James learns only too late just how much he means to Jack, and why, even as he tries to open himself up. While the relationship between the two becomes obvious at a certain point, the way Riffner ends the story gives it a powerful sense of emotional ambiguity.
The mini Democracy Doomsday is a far more labored (and labored-looking) comic using zip-a-tone and other visual effects, printed in blue ink. It's about a Nazi-smashing robot that wakes up in a world where the Nazis won World War II, and finds a way to wipe out every Nazi and everyone under Nazi occupation. While nicely drawn and designed (the tall, angular and slightly goofy robot is an especially great character design), the end of the story is a bit heavy-handed. Riffner's use of restraint in The Crippler's Son is what made it such an effective story.
Labels:
luke healy,
mathew new,
max riffner,
simon reinhardt
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