Showing posts with label richard sala. Show all posts
Showing posts with label richard sala. Show all posts

Tuesday, June 18, 2013

Sequart Reprints: The Ignatz Line: Sally, Igort, Giandelli, Sala

I've stated more than once that the Ignatz line of comics are undervalued and underdiscussed. The all-star lineup of artists (matched with an exquisite format, nice paper and top-notch production values) delivers issue after issue of superb reading. It's a particular treat to be exposed to so many non-American artists, especially the Italian artists whose work is particularly flattered by this format. I'm guessing the price point scares off some readers ($8 for 30 or 40 pages), as does the fact that these are serialized comics, not "graphic novels". These books, in my view, have single-handed revitalized the relevance of comics as periodicals, even if their overall impact has been muted.

Let's start with Delphine #3, the latest issue in Richard Sala's demented take on the Snow White fairy tale, told from the perspective of the male lead. The way that Sala obliquely refers to Snow White (a poisonous apple, deranged dwarves, a menacing forest) while reframing the story as a Sala-style tale of horror is truly inspired. As much as this book is a dark reworking of a fairy tale, it's also very much touches on horror-movie tropes. The protagonist experiences multiple dream fake-outs (twice dreaming he was reunited with his lost love Delphine, and twice waking to horror), unexplained danger (he'e never given the slightest clue as to what's happening or why), and an array of grotesque but familiar creatures who dog his every step. Sala's scratchy, wobbly line is a perfect fit for this kind of fractured fairy tale, both cartoony and grotesque. The brown color tone contributes to the dirty, grungy feel of this story.

The main weakness of this issue is that it felt much less like a complete story (which Sala had managed in the first two issues) and very much like a whiplash ride that leads to a cliffhanger. The hero met the one figure from Snow White we hadn't yet seen in the story (the wicked Queen), and it'll be interesting to see how Sala wraps up the story. Sala's protagonists are always very active and propulsive, but their actions don't necessarily always lead up to solutions. Given the relentless darkness of the series to date, it'll be interesting to see if the hero manages to actually find Delphine, and if so, what the nature of their reunion will be like.

Baobab #3, by series editor Igort, is another pitch-perfect, achingly beautiful comic. Igort's sense of composition alone is worth the price of admission; BAOBAB is the most strikingly attractive of the Ignatz books, where every page is worthy of simply being stared at. This is a deliberately-paced story involving multiple threads and locations and will take a while, I'm sensing to fully coalesce. Most of the action has centered on cartoonist Celestino of the fictional South American island nation of Parador. Thus far, Igort has thrown the kitchen sink at the reader in terms of themes, motifs and storytelling concerns.

The storyline involving Celestino is about the power of comics (including many pages of Celestino's own comics), the struggle to create art, the way art survives under an oppressive government, the nature of friendship and family, the relationship between science and spirituality, and the ways in which the unconscious guides everything. There's a sequence in which a mesmerist accidentally coaxes Celestino into confessing his love for his longtime friend Tecla that fits perfectly with Igort's exploration of spiritualist practices of the early 20th century and his obvious affection for his characters. On top of everything else, Igort's use of negative space is ingenious. In one panel where Celestino describes bad news as though he "had been kicked in the face by a willful mule", Igort draws an image of a man being kicked (with a starburst impact) by a donkey, the men rendered only in terms of shadow and light. He returned twice more to that particular visual motif, going from violence to understanding to cooperation.

We also get another glimpse of the young Japanese boy Hiroshi, who learns that his grandmother is dying. These pages incorporate some traditions of Japanese art, like the emphasis on landscape vs figure drawing, where the background becomes an important character in its own right. It's a bit frustrating as a reader to be given so little forward momentum regarding this part of the story, but the key to engaging BAOBAB is simply to enjoy the ride as best as possible without worrying too much about where things are headed.

In the last pages of Interiorae #3, the languidly-paced bit of mythology by Gabriella Giandelli, we finally start to get an explanation of why there was an anthropomorphic rabbit feeding dreams to a creature living in an apartment building's basement. This is a comic with a number of sharp contrasts that don't fully emerge until after it's been read. It's the story of the lives of the people in the building: quotidian dramas that seem like life and death to them, but seem rather quiet and muted when compared to this mysterious, ominous mythological narrative. The creature that feeds on dreams is a kind of godlike being, and the rabbit is his go-between. The implication is that he's performing some kind of service, and the fact that some people are able to detect him is a bad sign. The figures are simply but expressively, but the intensity of the hatching and shading on each page adds a sort of neurotic underpinning to everyone's lives. What seemed like the most rambling and episodic book in the Ignatz line may well end up having one of its most conventional narratives; the next issue will conclude the series.

Zak Sally's comics have always had a powerfully visceral quality to them, especially with regard to pain and confusion. I'm not talking about emotional pain, but rather the feel of splitting headaches, bones splintering, waves of nausea and the like. What's more is that he's able to play these sensations off for dark laughs, like in his gloriously rambling Sammy The Mouse #2. The opening sequence, where poor Sammy is in a field and gets poked in the head by the finger of god, was a hilarious one--especially when he's jolted out of a fitful sleep and awakes with a deadly hangover. Sally structurally takes us back to the first issue, where an unwelcome visitor demands that Sammy leave his house, and a voice from above tells him he must do so.

Like in the previous issue, the person rousting him from sleep is a lunatic. This time, it's a woman that Sammy has never met who insists that she knows him and must drag him off to a picnic. Sally's line is gloriously ragged and expressive, once again evoking a world suggestive of classic comic strips, only much grimier and more frightening. Sammy is constantly being propelled forward against his will, but finds ways to bend back against that influence. The woman (who oddly wears a fake mustache to look more "exotic") is an especially frustrating influence: she claims to know him, demands his time, never listens and never stops shouting enthusiastically. Meanwhile, there's all sorts of weirdness going on in the background: a short man with sharp teeth emerging from the ocean (who in the last issue mysteriously fired a gun), the disappearance of Sammy's friend Puppy-Boy, and some kind of oceanic prison. Above all else, it's frequently gruesomely funny. The scene where a rabbit buries a nail into the forehead of a drunken duck who was taunting him made me both flinch and laugh, which roughly sums up the experience of reading this book so far. I'm not sure where the narrative is going, but Sally's stories, no matter how odd they may seem, tend to eventually cohere.

Thursday, January 24, 2013

Sequart Reprints: Living and the Dead, Grave Robber's Daughter, House, HWY 115

This article was originally published at sequart.com in 2007.
*************
Fantagraphics isn't exactly known as the go-to publisher for horror or suspense comics. Yet they've released a number of comics over the years that fall into these categories, albeit usually in a skewed or off-beat manner. Thomas Ott's scratchboard comics can't be considered anything but horror comics. Richard Sala works entirely within the mystery/horror realm, albeit with an eccentric sense of humor. Even Charles Burns' Black Hole explicitly uses monster-movie trappings to get at its deeper meanings. The fact is, Fantagraphics has never been afraid to publish genre comics, just so long as the works are intelligent and the result of an author's personal vision.

In recent months, Fantagraphics has published several comics that all lie in the horror-suspense continuum. However, each volume is completely different in terms of tone, style and intent. They range from zombie romance comedies to killer clown mysteries to the exploration of a spooky old house to detectives trying to track down a serial killer in a very strange world. Notably, all of them are in black-and-white; this is no surprise because there's no better way to get across the starkness of terror than by depicting it in the starkest of terms. Where each artist excels is in how they compose the page to guide the story, and the sort of linework they employ.

Let's begin with the most lighthearted of the four comics I'll be discussing, Jason's The Living And The Dead. This is a clever little tale by the fantastic Norwegian cartoonist, for whom genre boundaries don't seem to exist. No matter what kind of story he tells, he always uses his stripped-down, clear-line, funny-animal style in his comics. Amazingly, it works every time, acting as a very quick shorthand for the reader to instantly understand any situation. For his funny comics, his standard characters often wind up interacting with more outlandish caricatures (like Darth Vader, Indiana Jones or the Terminator). In his serious comics, their deadpan nature keeps the audience on edge. For a tale of zombies, it's perfect.

Like most good zombie stories, this book is really about something else. In a brilliant opening page when we're trying to find out who the protagonist is, we see a couple dining at a restaurant. We then see a waiter and the next panel focuses on him, so we learn the couple is not important. The waiter walks into a kitchen, past some cooks—it's not their story, either. Finally, we settle upon the dishwasher, who is clearly not happy to be there, and we learn that the story focuses on him. Walking home, he encounters a sweet-seeming prostitute whom he immediately falls for. Working up the courage to talk to her another night, he realizes that he won't have the money to pay for her services for a couple of weeks. Meanwhile, a meterorite falls to earth in a graveyard and the dead walk again—just as our hero was ready to see his woman.

From there, he saves her from a zombie in the nick of time, and they run around town trying to get away from the undead. There are small moments of grim humor to go with whacking zombies in the head with axes or setting them on fire. The climax of the story is too good to give away, but suffice it to say that romance lives on even beyond the grave. The story overall is a nice confection: it doesn't linger in one's imagination as long as some of Jason's best work (especially his recent The Left Bank Gang), but it's still fun. While there are plenty of zombie-munching scenes, Jason's open layout and wit allows the reader to laugh at the scenes easily. He only uses 6 panels a page (with one notable exception towards the end), an approach that allows the reader to easily approach the work and almost race across each page.

Richard Sala's The Grave Robber's Daughter is a nasty comic with periodic moments of comic relief thanks to its heroine, Judy Drood. This young detective with a foul mouth accidentally stumbles upon a small town that seems eerily empty. It's empty with the exception of the town carnival, where she stumbles upon some extra-creepy clowns and smartassed teenagers. Nothing seems to make much sense until she runs into Nellie, a young girl on the run who's trying to dodge the clowns. Seems as though one night they rode into town, hypnotized every adult into coming to the fairgrounds...and then made them disappear. Nellie gets kidnapped when Judy nods off, and Judy is left to deal with one of the grotesque clowns. Judy clubs the thing in the head with a shovel and the remains of a corpse are revealed.

The story takes several twists and turns after that as we learn what the clowns really are, who brought them to life and why, and the ultimate fate of the town and Nellie. Witchcraft, curses, soul reanimation and teen angst gone amok are all involved, but the creepiest page of all is the final one, as we see Nellie changing into something very disturbing—and clearly influenced in part by Judy's own bad habits. Sala's panel design is an important part of the storytelling. The use of just a couple of panels a page in the early going, often catty-corner to each other, is a nice reflection of the town's isolation and Judy's disorientation. Like Jason, Sala also uses a stripped-down style, but this book resembles the art in a child's adventure book: the faces range from simple and iconic (often with dots for i's) to grotesque and cartoonish. This makes for some jarring moments when we are presented with grisly acts of violence. What I like most about this comic is that while mysteries are revealed and the case is "solved", there's no real resolution. The eccentricities in Sala's style and the Judy Drood character in particular are a perfect match for the horrors he reveals. The reader is never quite sure whether to laugh, cringe or both.

Josh Simmons' House is in many ways the most straightforward of the works reviewed in this article. There's no overt element of the supernatural at work here, and Simmons further restricts himself by making the story entirely wordless. I've been reading Simmons' minicomics and associated series for some years now. The best way to describe them is earthy: they're bawdy and often dedicated to exploring the lives of those on society's fringes. In House, he plugs in a teenage love triangle into an increasingly claustrophobic scenario that's a masterpiece of page design. More than any of the other books reviewed here, House could only work as a comic.

The opening sequence is quite memorable: a teenage boy comes across a ramshackle house in a forest clearing. After looking at it for a moment, he walks away from it to meet his friends at the real "house" in the story: a huge, magnificent relic of a building. Simmons takes a couple of pages to let the reader see just how impressive a structure it is. Meeting two female friends of his, the trio seems quite prepared for an adventure: they have headlamps and backpacks with supplies. Going through the ruins of the house, they discover that part of it is completely underwater. It's a spectacular scene, and loves blossoms between the boy and one of the girls—much to the chagrin of the other girl.

This long exposition sets up the action in the second part of the story. One of the girls almost falls down a flight of stairs in the dark, but the boy saves her in the nick of time. That save is yet another false take, as the stairs collapse under the weight of another girl. It's not long before the trio is separated—partly by circumstance, partly by jealousy, and partly by hallucination (or is it something else?). Simmons draws the reader into the ultimate nightmarishness of the scenario through his composition and use of black. The story starts off brightly, often with single-page splash panels. As the adventure begins, it goes into 3 panels per page—until we reach the secret passage that precedes the collapse of the stairs, when it becomes a 6-panel grid. When the characters are separated, it changes into a 9-panel grid. Towards the very end, as the characters are alone and in the dark, it becomes a 12-panel grid. By that time, every panel is engulfed in darkness, reflecting the desperation and hopelessness of the situation. This is a comic that's tautly and cleverly constructed. Its goals are modest in terms of narrative and themes, but it's a pleasure to see how Simmons takes a familiar set of elements and wrings real desperation out of them.

Finally, there's Matthias Lehmann's disturbing HWY 115. We are thrust right into the plot on the story's first page: there's a serial killer on the loose named Robert Illot who has escaped from his psychiatric hospital. His MO for killing his victims is to stuff unusual objects down their throats. He's already struck again, having forced a roast chicken down some unfortunate person's gullet. We then meet our hero, a detective who's trying to find Illot on Hwy 115, his choice of locale for his killings. The detective picks up a woman who's also looking for Illot, and she has a notebook filled with contacts. The whole book has a feverish sort of dream logic from the very beginning, as its never explained how the woman got this notebook or why she was on the side of the road. From there, they travel from place to place in order to talk to people who knew Illot at the institution. Two things happen in every case: we are told of a story that Illot told them where he's a young boy alone in a house, and someone is killed by means of some device that the detective had just heard about in that segment of the story. In particular, these items provided comfort to the young boy in the story, odd as they were. And without exception, they were stuffed down throats of their victims: a stapler, a bunch of lightbulbs, a huge beetle, a sock, etc.

The story has a curiously static feel to it. The detective is constantly in the dark even as he does all the legwork. He starts to wonder where talking to all of these people is leading to but feels compelled to keep doing it. The people he meets grow progressively more disturbing, until he finally meets the last person on the list. He tells the detective the last part of the little boy's story that Illot told him, and at that moment the two narratives converge suddenly, unexpectedly and violently. This leads to a final twist that is never explained but rather strongly hinted at throughout the story, making us question the sanity of more than one character and reality as it is presented in the narrative.

The tension in the story is ratcheted up through the use of Lehmann's manic scratchboard style. This gives each panel a sort of frenzied & neurotic energy, heightened even further by the unsettling events that Lehmann depicts. This story is about loops and feedback, and the new realities that result from such feedback. Lehmann is fascinated by the grotesque, and it's no coincidence that we never see Illot actually do anything bad until the end of the story. Instead, we relive the gruesome killings of those who knew him, each of them driven to kill by the circumstance of their own insanity (or so it seems). Lehmann is able to get some humor out of some of the situations (like a driver who picks up the detective and the woman), but the story is really just one long nightmare—and it's not clear that anyone gets to wake up from it.

That nightmare reality, the transformation of everyday reality into something horrible, is what these books are about. In The Living and the Dead, the protagonist embraces the nightmare. In The Grave Robber's Daughter, one character escapes from the nightmare and another character becomes it. In House, all three characters struggle but have to limply succumb to darkness. In HWY 115, the trick is not knowing where the nightmare starts and reality stops, because the ground shifts constantly for our hero. All of the artists involved are quite adept in manipulating fear for their audience.

Thursday, July 30, 2009

The Periodical Lives! Grotesque #3, Delphine #4, Uptight #2

Rob reviews the latest issues of a variety of series from Fantagraphics: UPTIGHT #3, by Jordan Crane; DELPHINE #4, by Richard Sala; and GROTESQUE #3, by Sergio Ponchione. The latter two comics are from the Ignatz line and co-published by Igort's Coconiono Press.

The recent news that Diamond won't be listing comics that fail to meet a certain threshold of orders had an immediate and deleterious effect on a number of well-regarded comics. Series like INJURY, CRICKETS and OR ELSE have been cancelled (some more directly related to the change than others), which is unfortunate for a scene that built up its following through serialized comics. Not every cartoonist draws a full-length graphic novel, and this really hurts a lot of those artists who specialize in short stories. Thankfully, Fantagraphics is still chugging along in producing actual comic books, even if current length and format is perhaps a bit different than the 90s.


Jordan Crane's UPTIGHT series is a lo-fi throwback of a series printed on cheap paper. This issue starts not one but two serials, done in completely different styles. "Vicissitude" is a typically downbeat relationship comic from Crane, who seems to specialize in the depiction of doomed couples. It's about a mechanic who starts to (correctly) suspect that his girlfriend is cheating on him. Crane's line is elegant but unfussy, with slightly scratchy character designs that have a grace and fluidity to them reminiscent of Jaime Hernandez. The way Crane draws Peter, the woman's secret lover, is remarkable: he's all smugness and smirks, with a cigarette cocked in the corner of his mouth. Crane's cover perfectly describes the dilemma of Dee, the girlfriend: she's frumpy and tired but also a cauldron of unfulfilled sexual desires--but sating those desires is bringing about a horrible sense of guilt.


Crane's other story in the issue is "Freeze Out", which stars his characters from his book THE CLOUDS ABOVE. This is Crane as child-book author, completely eschewing spotting blacks or adding any greyscaling. The story's about a boy and his talking cat getting in trouble with a friend in school. On the way to the principal's office, they stop off to help the school handyman in attempting to fix a cooling system. What they find is something blocking the vents, whose true motive are hidden until it's far too late. Even in this children's story with moments of slapstick, there are a lot of dark moments--especially the ending. The character design here is a bit simpler and more exaggerated than "Vicissitude", but both stories share a cartoony sense of character design dominated by Crane's elegant line. Both stories seem perfectly suited for this format.


GROTESQUE has been one of the most playful entries in the underappreciated Ignatz line. Sergio Ponchionne has a very "American" quality to his line in terms of his line (thick and rubbery) and character design (a series of homages to masters like EC Segar and more contemporary figures like Charles Burns). Issue #2, the first part of the "Cryptic City" storyline, introduced a city where citizens were under the heel of two corrupt barons and forced to pay for emotions. A Crumb-like figure named Professor Hackensack was charged by the god figure of GROTESQUE, named Mr. O'Blique, to set things right. Issue #2 unfurled a city where 1984-style paranoia, fairy tales, religious iconography, Lovecraftian figures, gothic settings and detective novel cliches all inhabited the same space. That heady stew was reduced to what amounted to a series of chase scenes in #3 that surprisingly resolved the story in a fairly pat (if weird) manner. The story was still enjoyable, but not quite the visual brain scrambler that the first two issues of this series presented. That said, Ponchionne's sight gags in this issue were something to behold, like a dead baron's tombstone growing arms and legs and coming after his brothers. What I liked best about the issue was that the focus of Hackensack's quest, a skull containing the Meaning of Life, proved to just be a McGuffin. I will assume that the fourth issue of this series will pick up on the events of the cliffhanger from issue #1; I'll be curious to see how Ponchionne is able to tie all of these story threads together in a way that is satisfying.

Reading Sala's DELPHINE has been a somewhat frustrating experience. Sala's comics are so tense that it's difficult to wait for another chapter to spring up. This was certainly true of his stories that ran in ZERO ZERO, for example. Issue #4 of DELPHINE was the conclusion of the series, and it certainly did not disappoint. This comic has been a warped retelling of the Snow White fairy tale, this time from the perspective of the prince trying to find his fair maiden and rescue her from the clutches of the wicked queen. Sala processeed that idea through a young college grad coming across a town where the discovery that Things Are Not What They Seem quickly cycled through to Waking Nightmare. The reader got some key flashbacks in this issue that revealed a bit more about Delphine's past (filtered through the hero's dreams and ending badly). Those dreams may have seemed like mere infodump but the structure they represented was key to understanding the end of the issue.

Sala is probably my favorite horror/suspense artist because of the scratchy, spontaneous nature of his design. There's definitely an EC influence there in terms of the design of his monsters and grotesques, but with a much freer and more playful line. The casual nature of the dialogue is another Sala trademark, emphasized when the protagonist is exasperated by the weird speech of those he encounters in the bizarre hamlet he traveled to. It's interesting to see which elements of the Snow White story that this series picked up on, especially the way in which an obsession with the ideals of sexual purity warped an entire community. In this case, Delphine was far from pure, but her evil step-mother reclaimed her purity in a disturbing fashion...and her presence attracted others. Casting the evil stepmother/witch as a Bible-thumper was clever, especially in how religious fervor is conflated with the effects of being under a spell, but Sala was wise not to overdo this aspect of the story. The undertone of this book was the desperate quality possessed by the protagonist, an obsessiveness that put him squarely in harm's way and ultimately sealed his fate. There's a fake-out of an ending that's followed by the real fate of the protagonist, who looks mournfully out towards the audience with his one good eye after being transformed into a monstrous dwarf. DELPHINE benefitted from the Ignatz format: big pages that let the backgrounds breathe, nice paper, and creepy one-tone color. It was a perfect format for a fairy tale gone horribly wrong.