REVIEW: Digital Visions #4

There’s something delightfully old school about an anthology book.  When I think of the word in a comic context, I think of Tales from the Crypt and other ghoulish collections, the kind of gruesome pulp Frederic Wertham and the Comics Code Authority tried to stamp out of the medium.  Today, anthologies seem to have fallen out of favor within the comics mainstream, though Marvel and DC have made some attempts at reviving the format, with books like Marvel’s Strange Tales or the upcoming Strange Tales from Vertigo.  On the indy scene, however, there are still plenty of anthology books to be found, many of which don’t even have the word “strange” in the title.  One such example is Visionary Comics’ Digital Visions, the fourth issue of which I recently read.

Anthology books work best as a platform for new creative voices, giving them a showcase without necessarily throwing them in the deep-end with their own 22 page ongoing monthly.  But with the pressure off individual creative teams in the selling of a book, the onus is on the book itself to have a unifying concept that will attract readers.  With Digital Visions, the overarching theme of these stories seems to be the overlapping of the supernatural with the real world, with issue #4 providung us with a trio of largely enjoyable stories.

First up is Cabra Cini: Voodoo Junkie Hitwoman.  Of all the stories, I’d  say this is the one that best captures that idea of pulpy, trashy delights that I associate with a classic anthology book.  I mean, look at that title again.  Cabra Cini: Voodoo Junkie Hitwoman.  Writer Sam Johnson gets it.  With relish, he throws out lines like “I swapped crack for voodoo” at us, giving the story a feel of pure grindhouse.  But far from being all style and no substance, there is depth in here too.  In Cabra, Johnson has created a heroine with just the right balance of toughness and vulnerability.  While making her a simpering, damaged damsel-in-distress could have been an easy trap to fall into, and making her a badass Mary-Sue with no personality would have been an even easier trap to fall into, Johnson makes her feel like a real, rounded character, someone who’s been put through a lot and who still inhabits a dark world, but who has gained strength and grit from her hardship.  It helps that artist Bruno Letizia’s stylish art (reminiscent of Sean Phillips in its minimalism) never resorts to cheesecake in the rendering of the character.

The story itself reads more like a preview of things to come than a full narrative in its own right.  In the few pages we have here, we get a taster of who Cabra Cini is and what she does, and some of the ground-rules and conventions we can expect from that.  It is very much structured as a teaser, with what initially seems like the main thrust of the narrative remaining unresolved (albeit with said resolution implied) at the story’s climax.  This is more about setting the scene, and does it well.  And it helps that the exposition is positioned around a well-realised action scene.  On this note, kudos go to colorist Rodrigo Diaz, who shows versatility in taking us from the somewhat muted palette of the real world to the psychadelic reds, pinks and oranges of limbo.

The next story, Gangland Avalon, is possibly the show-stealer.  The concept behind it is tantalising: magic-wielding gangsters in a turf war.  If there’s any downside, it’s that this is almost all concept.  I was having such a good time getting immersed in this world and the diverse cast of characters writer A. David Lewis brings to life, that it felt like the story ended just as everything was established!  This, though, is a world I’d be very interested to revisit in future stories.

It’s a credit to penciller Michael Angelo Lee (as well as inker Chuck Bordell and colorist Gonzalo Duarte) that as characters are introduced to us thick and fast, they all look distinct and visually identifiable.  Indeed, much of the story here is a “who’s who” game.  But on top of that we get a story with a clever twist in the tale, that works as a satisfying standalone narrative just as well as it does as the prelude to something bigger.  Obviously I hope it’s the latter.

I found Deity: The Darkness and the Light to be the weakest of the three stories, unfortunately.  The art of penciller K. Altstaetter and inker Victor Olazaba was off-putting, feeling a lot like a throwback to the now often-parodied ’90s style.  Earlier I complimented Bruno Letizia for not resorting to cheesecake, but in Diety we enter a world where the women (and some of the men!) have puckered, pouting lips and an exposed navel.  Of course, this is a style that has its followers, and my not liking it could simply be a matter of personal preference, rendering related complaints about the anatomy moot.  But beyond this, there are issues here with basic composition and proportion that even I – as a relative dunce when it comes to picking out art errors – was able to spot.  For example, in one panel we have big bad Lord Oris Ogden demanding his new underlings complete their mission or face dire consequences, and he is facing out looking at us, and the two guns for hire stand behind him, also looking out at us.  This might look cool, but it makes little sense in the context that these characters are supposed to be engaged in conversation.

But I don’t want to be totally down on the art.  Altstaetter manages to execute some pretty complex panel layouts with flair and dynamism here.  And the colors of Brian Buccelatto and Derek Bellman really add a sense of depth and detail to the story.

I’m similarly torn on the writing.  The story here is divided into three short sections, each told from the perspective of a different character and covering one narrative thread.  The middle section shows that writer/artist Altsaetter and his co-writer Robert Napton have a good grasp of world-building, establishing a mythology and creating a sense of scope and danger.  But the first and third segments that bookend it can’t help but feel a bit clunky, hampered by unconvincing teen dialogue that feels like as much of a throwback to the 90s as the art: do real people still say stuff like “I watch from on-high, scopin’ the chicks” or “Why are you trying to step to me?”  But again, it could be a taste/experience thing.  Maybe I’m getting old, and this is just what the cool kids talk like these days.  If that’s the case, then the problem becomes simply that the story is about characters I can’t relate to.

Yes, there are some flaws here.  But there’s more than enough good in this anthology to definitely make it worth checking out.  You can download Digital Visions #4 (and all the other issues) FOR FREE – come on, how often do you get something for free? – from Wowio or Drive-Thru Comics.  For more information, check out www.visionarycomics.com.

REVIEW: Breakneck #3

There’s something I call “The JJ Abrams Effect”, given how often it seems to happen in his shows.  You’re chugging along quite happily with what seems in itself to be a perfectly good setup for a story, when all of a sudden the rug is pulled out from under you, and you end up with a quite different story from what you were expecting, often something that provides a devilish twist on those expectations.  In this, the third issue of this cracking supervillain series, Mark Bertolini puts this JJ Abrams Effect masterfully into use.  Spoilers ahoy!

I thought I had a grasp of what this series was about.  A lone supervillain on the run from all of the world’s superheroes.  Great fodder for a miniseries.  But that narrative thread is brought to a shockingly abrupt halt by the events of this issue, and shockingly we end the chapter with lovable loser Ethan Shade finding himself no longer the world’s most wanted supervillain, and instead part of the world’s most beloved superhero team.  And while the initial setup is a great high pitch for a miniseries, what we have now is an idea that could easily sustain an ongoing, if Bertolini chose to go that way.

The first couple of issues have been quite a thrill ride, but I feel it is with this issue that we really get into the characters and this world.  The opening sequence serves a clever dual purpose of setting up the various key figures in superhero team The Elder Statesmen, while also establishing Dr. Winter’s low opinion of Ethan Shade, and in turn tells us more about Shade himself.  Shade is someone who just doesn’t belong, someone who will always be (fittingly, given his name) overshadowed by others with bigger personalities.  Taking this into consideration, James Boulton’s indistinct design for Shade now seems like a deliberate artistic choice.  I still couldn’t tell you what the guy looks like, and I think the characters in the book would tell you the same thing.

It’s a shame that this issue sees Dr. Winter get killed off, in the same issue where we discover he wasn’t already dead.  I really liked Bertolini’s depiction of  this character, as much put-upon and world-weary as he was evil and vindictive.  This is a character who I feel had the potential of being fleshed out and explored further, and his demise leaves a void in that antagonist role, one that will be more necessary than ever given Shade’s switch in allegiance.  But the sting of his death is dulled by the fact that his gory off-panel demise – and Shade’s reaction to it – gives us possibly Boulton’s most beautifully-arranged page yet.  Well, about as beautiful as a page with vomiting can be.

Perhaps the best element of the issue is the final scene, where Ethan Shade is dismissed and relegated to getting food and drinks for his teammates by the heroes, just as he was by the villains in the opening scene.  The bookending sequences at the start and end of the comic highlight what I think is emerging as a key theme of Breakneck: that all that really separates the heroes from the villains in this world is the public’s perception of them, or as Foreverman would put it, their “PR”.  For Ethan Shade, it doesn’t take some swelling up of internal goodness or inherent decency to go from monstrous supervillain to Elder Statesman – all it takes is a press conference.

This series gets better with every issue.  And with Breakneck #3, I’m left with no clue where the story goes from here.  But whatever direction it takes, I’m sure as hell eager to read it.

REVIEW: Extinct #1

Werewolves get a bum deal.  It’s a cool concept for a monster, and can be visually stunning.  But while vampires and zombies thrive, the poor werewolf seems to hobble along at a distant third, all too often reduced these days to playing a scantily-clad supporting role in vampire stories.  And even when you look at the classic werewolf stories, it seems that most of them are about an essentially decent Everyman protagonist afflicted with the curse of being a werewolf, meaning that sympathise with their plight instead of hiding behind the sofa from the scary monster.

I myself have long toyed with the idea of exploring the potential of making werewolves frightening again.  A couple of years back I even created a werewolf villain for Tyler James’  30 Characters Challenge (you’ll be relieved to know I have no ambitions of becoming an artist):

http://30characters.wordpress.com/2009/11/06/6-lou-garoux/

But while I never developed my idea further, Fabian Rangel Jr. seems to be a man after my own heart, and with Extinct has given us a story about honest-to-goodness evil werewolves preying on the innocent.  Interestingly, the set-up of this first issue reminds me quite a bit of Morning Glories. Like the breakout Image hit of 2010, Extinct is set in a high school apparently concealing dark secrets, staffed by a shady faculty of murderous teachers.  And like Morning Glories, this comic introduces us to a world with what appears to be a dense, intricate mythology, that we only get the briefest tantalising glimpse of in this opening chapter.

Of course, Morning Glories didn’t have giant-ass werewolves!

These werewolves are stunningly brought to life by artist Jethro Morales, hulking in stature, with just the right combination of animal ferocity and human malice.  The opening splash and a surprising transformation scene are particular highlights.  But even when the focus is on the human characters, as is the case with most of the issue, Morales brings an energy and expressiveness to the story that is reminiscent of Manga in its heightened drama.  The book is always nice to look at, with Morales aided by the vibrant colors of Juanmar Studios.

Though being pretty to look at would be insufficient without a good story behind the pictures, and Rangel seems to be delivering on that front.  I say “seems”, because this issue is almost entirely set-up, with a lot of mysterious threads dangled in front of us, with us hopefully learning how they all connect in subsequent issues.  There is not all that much plot on display here, but what we do get is plenty of characterisation.  On this front, Rangel operates heavily within the realms of cliche: the high-school loser who longs for the pretty girl dating the jerk jock, etc etc.  But this is probably a well-worn cliche because it remains an effective narrative device, as evidenced by how quickly we find ourselves rooting for Jimmy Reynolds.

The jury’s still out on how successful this story will turn out to be.  But it’s got a killer concept – a high school run by evil werewolves! – and strong enough art and writing to at the very least bring me back for the next issue to see how things develop.  Well worth a look!

Yes, Essex County IS Literature


One of the big stories circulating around the comic news and blogosphere this week is the elmination of Essex County, Jeff Lemire’s excellent graphic novel, from CBC’s Canada Reads contest.  Charged this year with finding “the essential Canadian novel of the decade”, hundreds of novels were voted on by the public, with the top ten then being narrowed down to five by a panel of five celebrity judges, each choosing one of the ten novels to personally champion.  Indie music star Sara Quin chose Essex County, making it the first ever graphic novel to make it to the long-running contests’ top five shortlist.  Before going any further, I should take the time to say that this alone is a major achievement on Jeff Lemire’s part, and the success – and hopefully, the recognition it will bring – is richly deserved.

However, once the decision-making got taken out of the hands of the reading public, and into the hands of a small group of largely middle-aged panelists, it got a sound trouncing, denigrated and dismissed over the course of the first televised debate, before ultimately getting eliminated in the first round of voting 4-1.  Tellingly, the studio audience booed at this decision, and reportedly there was a lengthy debate after the show stopped recording between the audience and the panelists over the book’s ejection from the running.

Some of the judges seemed almost reluctant to cast off Essex County.  Ali Velshi, probably the most eloquent of all the panelists, admitted that going in, upon first hearing the shortlist, he was determined to vote out Essex County on the very principle of it being a graphic novel, until he actually read the book (his first graphic novel, he claims not to know what the term meant before reading it) and found himself won over and torn over whether or not to keep it in the running.  Lorne Cardinal, meanwhile, claims that the characters in the novel connected with him more than any of the other novels in the shortlist outside his own pick, and his decision to eliminate it was based more on format than content.

But the novel’s most stubborn detractor throughout the debates was Debbie Travis, who said that calling Essex County an essential novel would be like claiming that tweeting 140 characters made you a writer, that the graphic novel format was a “shortcut” to proper storytelling, and that classifying it as literature would be “dumbing down” the very concept of the word.  Debbie kept on talking over Sara and missed the point, but Sara made a quality rebuttal to this when she asked if going to an art gallery and studying the paintings to draw meaning from looking at images was an act of “dumbing down”.  Though the panel ignored the point, the audience responded with applause.

Debbie Travis said that she read Essex County inside an hour and a half, that she could just flip through the pages and the whole thing went by in a flash.  But I’d say that says more about shortcomings on her part than on the part of the graphic novel format.  I could skim through a prose novel too, picking up the general gist of what was going  on, but not really letting the words sink in or comprehending all the depth and nuance.  Same goes for a novel with pictures in it as well as just words.  If you’re only reading the words in Essex County, then yes, it’ll be a quick read.  But the images are packed with so much depth, emotion and meaning, that not taking the time to dwell on them means you’re only reading half the book, if even that.

And while we’re on  this subject of format, and whether the graphic novel format should disqualify a novel like Essex County from being classified as literature, let’s think about it a bit more.  Are we suggesting that this format of the prose novel is the only one capable of being classified as literature?  What about Shakespeare?  He’s probably the figure most classically associate with high literature (“It ain’t Shakespeare”, etc.) but his works are not novels, but rather plays, documents with stage directions originally meant for directors and actors rather than a wide reading audience.  Furthermore, these were plays originally performed in London’s Globe Theatre in front of rowdy, drunk, screaming crowds, with fights breaking out on the floor in front of the performers and prostitutes mingling  amidst the audience offering their  services for after-theatre entertainment.  The works of Shakespeare, John Webster’s The Duchess of Malfi, George Bernard Shaw’s Man & Superman, Harold Pinter’s The Homecoming, The Changeling by Thomas Middleton and William Rowley, Christopher Marlowe’s Doctor Faustus… all plays that I studied at Honours level at Glasgow University in an English LITERATURE course.  Art can be populist, and it can come from humble, even derided origins, and I’d say it’s only a matter of time before more people start acknowledging comics as a legitimate form of literature too.

At one point in the debate, Lorne Cardinal says, “Making words and stories, making you think, that’s what literature should be, it should be a way to make people think of things they don’t normally.”  A fair assessment of what literature is.  And I believe that, if these judges were able to set aside their own prejudices against the format, they would accept that there’s no reason a graphic novel can’t fit under such a definition.  Rather than taking something away from this experience, the inclusion of images acting in conjunction with words can enhance the power of the reading experience.  Jeff Lemire’s Essex County is poignant, heartbreaking, powerful literature, and it deserves to be recognised as such.

Grant Morrison’s Batman

Hey folks!  I originally wrote this as part of my Comic Book Club series on Project Fanboy, but I thought I’d share it here too: a spotlight on Grant Morrison’s run on Batman. In the past, I’ve devoted whole blocks of columns to debating the validity of the superhero genre, with part of that extended analysis tackling the question of whether or not established, iconic superheroes can still be relevant. It’s a debate that often rages in comic fan circles: are these characters only around for the opportunities they offer as a brand, in licensing, merchandise and adaptation into other mediums, or are they genuinely capable of carrying great comic book stories?

While it’s true that often the tenured superheroes of Marvel and DC are reduced to a cyclical life of jumping from one crossover event to the next, treading water in stories that are more about keeping in line their continuity than saying anything meaningful, this needn’t always be the case. I’m not going to throw the baby out with the bathwater and suggest that, because this is often the case, we should dismiss these characters entirely. Rather, I’m of the opinion that – to paraphrase a famous heroic trademark – with great brand recognition comes great responsibility, and I rather optimistically believe that the most famous heroes deserve stories worthy of their status, and that Marvel and DC should be striving to have their best creators bringing their A-game to their most valuable commodities, not only maintaining the legacy of that character, but bringing something new to it. Sadly, it doesn’t always work out like that. But every so often, a creator jumps on a long-running book with an approach that makes a decades-old character feel fresh and exciting all over again. Such has been the case, I believe, with Grant Morrison’s run on Batman.

Of course, anyone who lurks in enough comic book message boards will have a good idea of how polarizing Grant Morrison’s run has been. I have encountered a few people who despise Morrison’s approach so much that they have the entire Batman line of books on boycott until Morrison’s tenure as the architect of their direction has ended. It seems like some comic fans want to have their cake and eat it. They bemoan the stagnation of the superhero genre and its cyclical nature, but when someone tries something out of the box they panic. “Oh no, he’s doing something DIFFERENT!?!?!” One common complaint is that Morrison is spoiling what works about Batman, because so many classic Batman stories have been gritty noirs and so any subsequent stories of worth must repeat that approach. Morrison doesn’t “get” Batman, they would tell you, and he would rather just write pretentious gibberish than a proper Batman story. I disagree with this response, obviously, and believe that this will come to be viewed as one of the definitive runs in the character’s history. Far from not “getting” Batman, I believe that this run has been to the Dark Knight what All Star Superman was to Superman: a celebration of what makes the character great and unique even amongst other superheroes, incorporating significant elements from throughout the character’s varied history and revisiting them through the prism of Morrison’s own distinct authorial voice.

This becomes immediately apparent right from the beginning of Batman and Son, the first graphic novel volume of collected issues from the run. We open with what would be considered a climactic moment in your average Batman story: with The Joker holding Batman in dire straits, his latest insane scheme close to fruition:

I did it! I finally killed Batman! In front of a bunch of vulnerable, disabled kids!!!! Now get me Santa Claus!

Jumping into the deep-end, as far as opening statements go. Right from the start, Morrison is capturing a sense of a classic Batman moment, and immediately be begins subverting it. We see Batman drawing a gun and shooting The Joker in the face, intending to kill him. Then we realize it’s not Batman at all, but an imposter who the real Batman interferes and stops. Already the story feels off-kilter, like something’s not quite right. And in the background, written repeatedly into the graffiti that populates the city, we see the phrase, “Zur En Arrh”. Morrison is sowing the seeds for his multi-year epic from the very earliest pages of his run, giving us a sense of how connected a tapestry the whole story is.

Following on from this bold opening, the rest of “Chapter One: Building a Better Batmobile” reads a bit like an extended epilogue, what might happen after your average Batman story finishes. We learn that, with the defeat of The Joker, nearly all Gotham’s major supervillains are behind bars, and that Gotham is – comparatively speaking, at least – safe and quiet. Morrison devotes some time into reminding us of Batman’s status quo – Robin, Alfred, his double life as a billionaire playboy. And then in the issue’s closing pages, he throws a wrench into this status quo with the revelation that Batman has a son, Damian, who has been secretly raised by Talia al Ghul. The subsequent issues give us another example of things being thrown off-kilter, the inclusion of Damian disrupting the typical Batman/Robin dynamic.

This idea of Batman being a step off, of things not sitting quite right, is made explicit with “Chapter Five: Three Ghosts of Batman”, arguably the issue where the saga that runs up to (and even beyond) Batman RIP truly gets going. In this issue, Batman faces off against a corrupt cop who turns out to be an insane, hulking brute in a modified Batman costume. It’s a fight he loses badly, with Batman’s narration on page 20 of the chapter explaining why:

Gets me thinking about the other cop. In the Batman uniform. The one who shot The Joker. And a series of locks open in my head. And I’m thinking about the files in the black casebook. When I shouldn’t be thinking at all.

With the following chapter, “The Black Casebook”, it becomes clear that it’s not only us who feel like this story isn’t clicking the way it is supposed to, but Batman himself is feeling it, and not only that, but this could be a deliberate ploy by an unseen foe, as suggested by Bruce Wayne across the 6th and 7th pages of the chapter:

Guy beat the hell out of me. I thought he was going to break my back, like Bane did. He even looked like Bane… as if… as if he was designed to trigger my worst fears…he dosed himself with Hugo Strange’s monster serum and daily venom shots.

Note the references to Bane and Hugo Strange. Morrison is showing a recurring motif of drawing from Batman’s history, in this case referring to the two villains who came closest to “breaking” Batman and defeating him. Bane is the better known example, given that he literally broke Batman’s back and put him out of commission in Knightfall. But years before that took place, Hugo Strange was also able to conquer Batman. Pre-Crisis, as collected in Strange Apparitions, Hugo Strange kidnapped Batman and unmasked him as Bruce Wayne, discovering Batman’s true identity and then briefly taking his place: a feat which at that point had never been achieved. Post-Crisis, in the Prey story-arc, Hugo Strange again figured out Batman’s true identity, and used the knowledge to bring Bruce Wayne to a stage of near mental collapse. Any foe wanting to decisively defeat Batman would be well served to take cues from Bane and Hugo Strange, as Bruce recognizes. And so we get our introduction to Dr. Hurt – who would be the ultimate overarching Batman villain of the next few years – though at this stage we don’t yet know it. The closest we get is an oblique reference to him on page 6, where, in a dream sequence, we see his silhouette, with Damian informing Bruce, “Father, the third ghost is the worst of them all.”

Against the backdrop of this overarching narrative, Batman and Son also contains two ostensibly standalone tales which tangentially enrich the larger storyline. “The Clown at Midnight” – billed in the graphic novel as an “Interlude” – is an unusual piece, given that it’s written entirely in prose. Though ostensibly a standalone tale, it introduces the motif of red and black foreshadowing death that would recur through the rest of the run, as well as establishing a darker, more deformed Joker that would resurface in Batman R.I.P. Meanwhile, “Chapter Seven: Bethlehem” is another apparent standalone story set in the future, where Bruce Wayne is long dead and Damian Wayne is the city’s current Batman. This story, originally released as Batman #666, dealt with the idea of the Devil being the nemesis pulling the strings in the present-day story, an idea which would remain one of the most popular theories of Dr. Hurt’s true nature as the story progressed.

As well as tying into the larger narrative, these standalone stories are also fine examples of how Morrison examines the near-mythical status of the Batman lore. “Bethlehem” presents to us an idea Morrison as revisited often, that the Batman legacy is practically self-creating, endlessly repeating itself in a cycle. Even far in the future, we have an orphaned boy growing to become Batman, a Gordon heading the police force, and a Gotham plagued with a rogues gallery that acts as a dark reflection of its Batman. “The Clown at Midnight” explores the notion of The Joker as a similarly transcendent entity, but with more ambiguous results:

Like a grub growing all wrong in a tiled cocoon, like a caterpillar liquefying to filth in its own nightmares, or a fetus dissolving in sewage and sour milk, the Joker dreams, awake. His is the mal ojo, the evil eye. He wills Death upon the world.

This is one of several examples of descriptions of The Joker characterizing him not just as a villain, but as an elemental force of evil. When he is called “the archnemesis” on the story’s eighth page, the wording is interesting. It’s not “Batman’s archnemesis”, but “the archnemesis”, an enemy to all, the definitive villain.

But with the overblown prose and fevered descriptions that don’t necessarily make coherent sense, we get a sense that the very telling of the story is tainted by The Joker’s deluded imaginings, as if The Joker is being described the way he views himself more than the way he actually is. One of the most telling lines in this regard comes 16 pages in:

He tries to remember how the doctors in Arkham say he has no Self, and maybe they’re right, or maybe just guessing. Maybe he is a new human mutation, bred of slimy industrial waters, spawned in a world of bright carcinogens and acid rains. Maybe he is a model for 21st-century big-time multiplex man, shuffling selves like a croupier deals cards, to buffer the shocks and work some alchemy that might just turn the lead of tragedy and horror into the fierce, chaotic gold of the laughter of the damned. Maybe he is special, and not just a gruesomely scarred, mentally-ill man addicted to an endless cycle of self-annihilating violence. Stranger things have happened.

Here Morrison simultaneously revisits and calls into question the concept of The Joker he first introduced in Arkham Asylum, of him having a kind of “super-sanity”, of him being a prototype of 21st Century man, a grim beacon of where our civilization could be headed. He goes into detail here, building up what happened to The Joker like it could have been a seismic shift in human history, a turning point for mankind. Then, in the final couple of sentences, he deflates the notion with a suggestion that no, perhaps The Joker is just a deranged, ultimately pathetic little man, given power only by how others have granted him this mythical status.

And here we see the chasm between the myths of Batman and The Joker, one that has been further heightened with the time-travelling antics of this year’s The Return of Bruce Wayne. The Joker obsessively, endlessly creates and recreates himself, relishing in his nicknames and the fruitless attempts to understand him. He strives eternally to create his own myth, shaping himself in response to Batman, always leeching off him (note the numerous ways The Joker is compared to an insect in the story, adding to these “leech” connotations). But as I said above, Morrison presents the notion that with Batman, the myth has taken on a life of its own, how forces beyond comprehension have shaped Bruce Wayne into an elemental force for good, and creating in Batman a symbol that is bigger than Bruce Wayne the man, one that, as the opening line of Batman R.I.P. tells us, “will never die.”

While Batman and Son lays out some fascinating groundwork, it is with The Black Glove that the central mystery truly gains momentum, and it becomes clear how much Morrison’s run is built around it. And of course, like many of the great Batman stories, a mystery lies at the core. After all, this is the world’s greatest detective we’re talking about. But rather than opting for another whodunit, the mystery here is all-encompassing, bordering on the metatextual, calling into question the very nature of Batman. There are many strands, covering a long period of time and many players. At times it’s all hard to keep track of, but that’s because Morrison is not underestimating us. He wants us to think like Batman, presenting him with a baffling, nigh-unsolvable riddle, locked inside a puzzle box, wrapped up in an enigma, a mystery worthy of him, and challenging us to keep up.

The 3-part opening story of The Black Glove, “The Island of Mister Mayhew” – with some stunning art by the always-excellent J.H. Williams III – reintroduces the old Silver Age concept of the Batmen of Many Nations, bringing them together once more as the Club of Heroes. By showing how the idea of Batman has inspired similar heroes to emerge all over the world, adapting the broad strokes of the concept to suit their own cultures, once again revisits this idea of Batman as mythic icon. It also helps Morrison expand his cast of recurring players, with Knight and Squire showing up again in Batman R.I.P. and later in Batman & Robin (and now starring in their own miniseries written by Paul Cornell and drawn by Jimmy Broxton, which comes highly recommended), and other heroes set to return in Batman Inc.

It soon becomes clear that some members of the Club of Heroes are better at “being Batman” than others, and that none of them are quite Batman’s equal, with Knight even stating that they are “all in awe of Batman.” With the various Batman analogues introduced and established – all gathered on the remote island of reclusive billionaire John Mayhew – the narrative begins to unfold in the style of an Agatha Christie murder mystery with added superheroes, with a mysterious assailant picking the heroes off one by one. It is in this story that we’re introduced to the Black Glove, with a monologue by an unseen figure in the opening page:

Be assured. The Black Glove is a seal of absolute quality and ruthlessness. The Black Glove aims to deliver a deluxe service high stakes experiences at the very highest levels of the international game. Our esteemed clientele see no virtue in thinking small, nor do we. This weekend, the Black Glove settles the age-old question once and for all. Which is strongest? Good? Or evil?

In this opening page alone, some of Morrison’s recurring motifs re-emerge. The dialogue once again demonstrates good and evil being acted out on a grand, mythic scale. It has become unfashionable in recent decades for villains to outright refer to themselves as evil, but here – and repeatedly in future – Dr. Hurt does so with relish. Any by implication, establishing himself as the ultimate evil sets up his opponent – namely, Batman – as the ultimate good. As for the visuals on this first page, the central image is one of a ball being tossed onto a roulette wheel, setting the game in motion. Red and black spinning around on a wheel. As introduced in “The Clown at Midnight”, red and black act as a harbinger of death. Taking this into consideration, now skim through the book. Look at how dominant in the color scheme the pairing of red and black is. Once it’s in your mind, you’ll see it everywhere; you can’t get away from it. Even the cover is red and black!

At this early stage, we don’t yet know of Dr. Hurt. All we know about this faceless adversary is this name, the Black Glove. Despite being largely off-panel throughout this story, the Black Glove’s presence casts a long shadow over the rest of the characters and events. This is masterfully visualized by Williams through a repeated trick of drawing certain dramatic moments in panels shaped like a giant hand, creating a tangible sense of events being shaped and orchestrated by the Black Glove, of the Black Glove being all around our heroes and closing in.

The collection of issues that make up the second half of The Black Glove are where the scope of the mystery and the challenge that lies before Batman become clear, with the apparently disparate threads introduced throughout the run up until this point – the Black Glove, Damian, the three Batmen, the devil, the shifting psyche of The Joker, John Mayhew and his films, the Club of Heroes, the black casebook, Zur en Arrh, red and black – all start to weave together into a disturbing whole.

One chapter that is packed particularly densely with intrigue and possible clues unifying these elements is “Joe Chill in Hell”, a flashback/fevered hallucination (it’s left ambiguous as to which it is) experienced by an unconscious, dreaming Batman. Here, the events of the Silver Age story “Robin Dies at Dawn” are recalled and slightly altered. In the original story, Batman volunteers to spend 10 days in an isolation chamber as part of a military experiment (A general tells him, in inimitable Silver Age style, “By volunteering for this test you’ve made a remarkable contribution to space medicine.”) and while unconscious dreams of being indirectly responsible for Robin’s death. Morrison updates the story to have Batman’s motivation for taking part in the experiment be a desire to experience The Joker’s mental state to better understand him, and by fashioning out of the story’s nameless scientist the figure of Dr. Hurt, the “Big Bad” of this whole saga.

The psychedelic experiences he had while in this condition turn out to be some of Batman’s loopier adventures from the 1950s and 1960s – the ones that involved him travelling to space and the like – and working them back into Batman’s canonical continuity. Morrison has long taken the stance that the grim, borderline-psychotic avenger of the Miller era that has since been so heavily popularized is only part of who Batman is, and that all eras of his evolution should be given some credit in shaping who he is, even the periods many prefer to forget. But in reviving all these old stories, Morrison is also reinventing, giving them his own spin to fit them into the story he’s telling and his vision of the character. This is done in an effectively chilling manner for Bat-Mite, the perky little nuisance from the Fifth Dimension who had been long forgotten in the modern era. Here he returns as the voice in Batman’s head, the gatekeeper to all those repressed memories coming flooding back, but while he looks as harmless and cartoony as ever, we see a menacing-looking creature with pointed teeth and glowing green eyes lurking over his shoulder, apparently operating him like a puppet. This is never explained or even directly addressed in the script in any of his appearances through the course of the narrative.

In these final few chapters, the sense of impending doom is palpable. By this point, Batman R.I.P. had been solicited, and these issues were the countdown to the mysterious, cryptically-marketed Batman event. In the closing pages of “Batman Dies at Dawn”, the second-last chapter of The Black Glove, Batman’s narration sets up the climactic struggle that approaches:

If my hypothetical ultimate enemy can be imagined, I can’t help considering the possibility that he actually exists… And if he exists… if the king of crime is real…is he telling me his name?

That final question is juxtaposed against the image of Batman holding a black glove. And the next panel, recalling the chapter’s title, shows the dawn approaching.

After The Black Glove comes Batman R.I.P., the culmination of all the slow-boil plotting and cumulative sense of dread that has carried through the entire run up until this point. I remember the intense speculation about this event before it started, with fans wondering if Batman was actually going to die during the event, and if so, how. Others preemptively damned the whole idea, talking about how killing off Batman was a pointless stunt that would never stick months before any actual death scene had happened. In fact, I may have mentioned this before, but I think much of the negative backlash this story received boiled down to false advertising, as – spoiler alert – Batman doesn’t die in it. Yes, there’s a glimpse at fanboy logic: complain for every issue about how stupid it is to kill Batman, then when the story is done complain about feeling cheated because Batman didn’t die as promised. I maintain that the worst thing about Batman R.I.P. is its title, as it sets up the expectations for one kind of Batman story, when in fact it turns out to be another type of story entirely.

However, it certainly starts on a suitably foreboding note, even if the very first page of the story gives us the reassuring message of, “You’re wrong! Batman and Robin will never die!” Morrison outright tells us not to draw conclusions from our expectations, that he couldn’t kill off Batman even if he wanted to. But after this, the rest of the opening chapter, “Midnight in the House of Hurt”, is about the dark forces gathering, all the disparate threats of Morrison’s run – many off-panel presences until now – coming together to conspire against Batman. Dr. Hurt, the Black Glove, the Club of Villains, the new, darker, Joker, all show up here, all being revealed as having a part to play in the plan that will destroy Batman once and for all. And note, in The Joker’s chilling entry into the story, the palette shifts so that the only colors on the page are black and red.

But it is with the second chapter, “Batman in the Underworld”, that we truly get a sense of Batman being faced with insurmountable odds. On page 7, Dr. Hurt sets up his credentials as to why he will be able to crush Batman where all others have failed:

No one knows him better than I do. The extreme lengths to which our boy has gone to make himself strong are powerful indicators of the weakness he feels he must overcome. That weakness is still there, inside. The fracture that will break the man.

This fracture is linked to a trigger phrase planted in Batman’s mind by Hurt during the isolation chamber experiments: Zur en Arrh. The phrase that has been popping up everywhere since the very beginning of Morrison’s run, the seeds for Batman’s destruction carefully sown right at the foundations of the story. The precise power of this phrase and the nature of the fracture Hurt speaks of are up for speculation. But I have an idea, one that I will share later on.

Here, we see Batman fall, taken down with relative ease through Hurt’s “Zur en Arrh” trigger phrase. But as well as the physical and mental dismantling of Batman, we get perhaps the most damaging dismantling of all, in love interest Jezebel Jet’s comments to Bruce Wayne on page 12: the dismantling of the Batman myth:

It was so brave of you, Bruce, so ingenious, to make yourself into the great Dark Knight who wasn’t there for you when you needed him. But all this… this is a disturbed little boy’s response to his parents’ death… you’re over thirty years old. It can’t go on. You have to stop and take a deep breath. You could use your wealth and influence in other ways. You have to think about what you’re doing to yourself and to impressionable young people. You need to talk to somebody. My father was shot dead in front of me too, Bruce. But these sad, blood-splattered little super hero costumes… this gigantic, underground museum of death and technology… oh, Bruce. Poor Bruce. What if you’re not well?

It is later revealed that Jezebel Jet is working with the Black Glove to destroy Batman. And in that context, her stance here makes total sense. Killing Batman the man is a pointless exercise if Batman the idea is still alive. This is an idea that works on a meta-textual level too. Batman can be killed off, vaporized, chopped up into little pieces, it doesn’t matter. He’ll be brought back, resurrected somehow, because that’s how comics work, and the character has remained popular and alive in people’s imagination all these decades. The only way we can truly kill Batman as a fictional entity is to deflate the myth, which is what Jezebel attempts to do here by picking out how nonsensical, childish and crazy the whole concept of Batman is.

So far, we have what seems like a pretty conventional “ultimate threat against our hero” story. But it is with the third chapter onwards that things go headlong over the deep-end, and things take a turn for the strange. Bruce Wayne, pumped full of drugs and left on the streets as a vagrant with no memory of who he is, through a series of psychedelic experiences manages to claw together a primal, savage, rudimentary version of his Batman persona: the Batman of Zur en Arrh. And Bat-Mite shows up again. On page 5 of Chapter 4, “Miracle on Crime Alley”, we’re treated to this mind-bending sequence:

In opposition to Jezebel Jet’s deconstruction of the Batman myth, this is an example of building it back up, showing the stature and power of Batman, the cogs and quirks of circumstance all combining to create him. The very title of the chapter, “Miracle on Crime Alley”, is designed as a testament to the power of the idea of Batman.

And then in the final chapter, “Hearts in Darkness”, despite further attempts to break him, Bruce Wayne recovers himself, Batman is restored, and he beats the bad guys. Indeed, after his systematic deconstruction over the course of Batman R.I.P., this last chapter reads like a tribute to how awesome Batman is, presenting how far ahead he always plans and how well prepared he is for everything as a superpower more fantastical than any ability possessed by Superman:

206 bones, five major organs, 60,000 miles of blood vessels. All it takes is time. Days. Months. Years, spent memorizing the finite ways there are to hurt and break a man. Preparing for all of them. I’ve escaped from every conceivable deathtrap. Ten times. A dozen times.

Batman can escape from any physical predicament he’s placed in. He’d already prepared a failsafe against Hurt’s psychological attack. He knew Jezebel Jet was part of the plan against him all along. Batman cannot be beaten. And faced with this larger-than-life, iconic, mythical heroism, the petty villainy of this latest “ultimate threat” quickly falls apart. But while everything else is solved, some degree of mystery remains around Dr. Hurt. Is he the Devil? Thomas Wayne? Something else? On page 25, Hurt relishes in this enigma:

I am the hole in things, Bruce. The enemy, the piece that can never fit, there since the beginning.

But even Dr. Hurt is deflated under scrutiny, not as omnipotent and elemental as he likes to think himself. The Joker, of all people, gives a comprehensive argument on page 17 for why Hurt pales in comparison to Batman:

Get it!? But it doesn’t matter, see, because every single time I try to think outside his toybox, he builds a new box around me. Apophenia. I’ve been driven literally insane. Trying to get him to loosen up. Well, now. Now it’s your turn. The Black Glove quivering in an insane asylum. Exactly where he wants you. Now, you’re in his box, too. You can never prepare for the unexpected, the well-timed punch line. The wild card. Devil is double is deuce, my dear Doctor. And Joker trumps deuce.

This last part brings up another interesting footnote to this concept – the idea that not only can these poseurs not match up to Batman, they can’t match up to The Joker, either. The Joker’s final taunt here would be confirmed years later in Batman and Robin, when The Joker is the one who finally kills Dr. Hurt. And earlier, in Chapter 5, “The Thin White Duke of Death”, we see The Joker yawning as Le Bossu describes his villainous modus operandi – oh so tedious to one so indefinable as The Joker. Morrison jumps back and forth from The Joker being just a lunatic trying to make himself out as having mythical power, and toying with him, much like Batman, being “special” in his own right. It is appropriate for the character that we’re unable to quite pin down where he fits in the scheme of things.

So Batman R.I.P. ends with Batman still alive (his actual “death” would come soon afterwards in Final Crisis, though even here it was soon revealed he wasn’t actually dead), once more triumphing over evil and escaping apparently unscathed. But the “happy ending” is complicated by a jarring one-page epilogue that marks the very last page of Batman R.I.P.:

Could this be the “fracture” lying at the core of Bruce Wayne’s psyche that Dr. Hurt alluded to? Zur en Arrh. Zorro in Arkham. We get a sense that this is a memory repressed and hidden, that the life’s mission that Bruce embarked upon in his father’s name would have been viewed as a foolish madman’s errand by Thomas Wayne himself. Again, the idea that the myth of Batman being damaged is the most grievous wound of all.

This saga, from Batman and Son through The Black Glove to Batman R.I.P., is not even the end of the story. With Final Crisis, Batman and Robin and The Return of Bruce Wayne, the narrative would enter a new phase and become even more complex, incorporating elements such as time travel and further exploring the notion of Batman’s symbolic power. Even now, Morrison’s opus continues on in Batman Inc, taking us into the next phase of Batman’s career. It will be interesting to see how Grant Morrison’s run looks when it’s all wrapped up, how readers of future generations will look at it. I believe the conflicting reactions to the book now are largely driven by current readers’ concerns about how it fits with the chronology and continuity of the other books existing in the shared universe around it. But given some degree of separation from that, looking back, I think most will recognize Grant Morrison’s Batman as one of the most potent statements on the character put into print.

REVIEW: Buck #1

Another recent addition to the impressive roster of projects by comics publisher 215 Ink, Buck caught my interest in that it is the latest project by writer Stephen Lindsay.  Lindsay is a writer that seems to specialise in bringing to life crazy high concepts, first with the title-says-it-all Jesus Hates Zombies, then taking it to the next level in Massive Awesome, an action-adventure about a giant, talking streak of commando bacon and a zombie pickle.  I loved the heck out of Massive Awesome, with that nutso headtrip of a comic showcasing the offbeat creativity of a writer who is surely going to be one to watch.

At first glance, Buck seems to have a concept that’s just as gloriously ridiculous as its predecessors: a small community hunted by a giant deer in a dramatic case of role-reversal.  But while the sheer relish with which Lindsay dove into the absurd made those earlier tales highly enjoyable, there is a sense of growing maturity here in that the writer instead opts to play the telling of this story relatively straight-faced.  So far, I’m in fact reminded strongly of Jaws, and I consider that comparison a compliment, as that has long ranked amongst my all-time favorite movies.  Like in Jaws, this opening act is nearly all meticulous set-up.  Just as was the case with seaside resort Amity Island, the setting of Buck is key.  As we’re introduced to Pititchu, we see trees everywhere, hovering in the background even in the establishing shots of the key population centres – you get the sense of the forest closing in all around these people.  In both cases, the location is ideally suited to the monster in question, and so already you’re already imagining they could jump out at you at any moment.  It’s an example of great storytelling: letting your audience do much of the work for you.

Our cheerful cast of archetypes seem largely there to make us question who’s going to get offed next, but even so, Lindsay grants them enough quirks and wrinkles to make them feel like real humans rather than mere cannon fodder.  In particular, small-town sheriff Layne makes for a likable protagonist, and we quickly get a feel for his personality and how he relates to the rest of the ensemble.  In stories like this it’s all too easy for the monster to become the star, and the truly great ones are anchored by a hero you can root for as the underdog against said monster, and Layne seems well-primed to fill this role.

Danny Kelly’s art is a bit of a mixed bag.  As mentioned above, his location work is masterful, and while it’s never in-your-face, that sense of place and atmosphere is a major factor in the success of this first issue.  He also does some nice work with facial expressions, and while the basic facial structures of his characters all look similar, he makes sure to give them each their little details to make them stand out from each other.  But a couple of bits here and there feel sketchy and rushed, and the blood effect in one central scene looks dangerously close to someone just using the spraypaint feature in MS Paint.

One element I was ambivalent about was the reveal of the eponymous “Buck”.  Spoilers ahoy, if you don’t want to know.  See, for much of the issue so much work is done so effectively in building up this giant deer as a truly monstrous, formidable threat.  You’re imagining in your head how terrifying it could look, how cool a monster it could end up being revealed as.  Then we see it and…. it’s just a really big deer.  But I don’t know if I can really fault Danny Kelly for this, as his subsequent drawing of said really big deer is faultless.  It could be more to do with Stephen Lindsay’s decision on how the buck is to appear, perhaps with the reveal working as a kind of expectation-puncturing sight gag.  Viewed in that regard, it’s a clever idea, but I don’t know if it quite works.

But really, I’m nitpicking.  As a first issue, Buck #1 is a near-textbook example on how to introduce your story and set the stage for what is to come with ruthless efficiency.  Buck is a classic monster story with a clever twist, while still respecting and staying true to the hallmarks of the genre.  Looking forward to seeing where it goes from here!

REVIEW: Nosferatu

The subject of today’s review is an interesting comic curio: a modern-day retelling of F.W. Murnau’s classic 1922 silent horror film Nosferatu, by writer Christopher Howard Wolf and artist Justin Wayne.  The graphic novel from Viper Comics, now available to buy on Amazon, is unusual in that it’s essentially a reimagining of a reimagining.

The original film Nosferatu was a thinly-veiled adaptation of Bram Stoker’s Dracula, with the German filmmakers unable to acquire the rights to the novel.  And so Count Dracula became Count Orlok – the hideous, bald creature brought to life in iconic fashion by Max Schreck – and various other key characters were renamed and slightly altered.  So when the Nosferatu graphic novel in turn renames and slightly alters the key characters from the F.W. Murnau film, we have a case of the Dracula cast filtered by three degrees of seperation.

Intriguingly, this version of Nosferatu draws inspiration from both the film its based on and the Bram Stoker source material that may be called its “grandfather”.  The general plot of the comic is structured in a way that far more closely resembles Nosferatu than Dracula (though given that many subsequent filmic incarnations of Dracula would draw heavy influence from Nosferatu, that might be unclear to those unfamiliar with the original novel – for example, Nosferatu, not Dracula, introduced the idea of the vampire being killed by sunlight, with Bram Stoker’s Dracula able to happily walk about during the daytime), with a surprising amount of the key story beats kept intact even with the surface details radically altered.  Justin Wayne also manages to carry over much of the iconic imagery from the film, such as Max Schreck’s unnerving appearance as Count Orlok, and the famous “shadow against the stairway” moment.

But Christopher Wolf cleverly works in the “diary extract” narrative device of the novel, using extracts from an autobiography and e-mail exchanges as captions to frame much of the action.  And while the character of Bullner might share a name with his Nosferatu counterpart, putting him in the position of a federal agent obsessed with hunting down Orlok and giving him a more active role in the story’s climax makes him seem a lot less like the passive professor who played a mere bit-part role in the F.W. Murnau film, and a lot more like vampire hunter Abraham van Helsing, Dracula’s nemesis in the Bram Stoker novel.

The most obvious shift in dynamic for this modern-day version of the story is that married couple Thomas and Ellen Hutter turn into goth-chick lesbian couple Tommy and Elle.  Tommy is an up-and-coming photographer, with Elle her model muse.  One of the biggest strengths of the graphic novel is the believable relationship between these two characters, and their respective nuanced characterisations, aided by Wolf’s ear for snappy, naturalistic dialogue.  Even amongst established comic book A-listers such dialogue isn’t always easy to find, so it’s always a treat when coming across a comic writer who has such a knack for it.

Another one of the highlights of the graphic novel is the portrayal of Orlok’s crazed lackey, Nox.  While in terms of the broad strokes, he follows the same trajectory of the Knock character from the original film, Wolf takes relish in fleshing him out, giving him more acts of bloody depravity to engage in, and giving him a killer wit and a fair share of mean-spirited monlogues.

With all this talk of snappy wit and quick-fire dialogue, I think it’s clear this graphic novel is not intending to be a straight horror.  As Wolf himself states in his introduction, the story is very much a tongue-in-cheek take on how a classic horror might be giving the Hollywood remake treatment.  And he is ably assisted in this goal by the art of Justin Wayne.  Falling just on the right side of cartoony, with a real knack for expressive faces, Wayne is crucial in establishing the mood of the comic.  He’s helped in this regard by the crisp and vibrant colors of Sal N., aka The Darkcloak.

With every medium of entertainment seemingly in vampire overload, and with the glut of remakes and retellings removing any sense of dread or mystery from the Dracula tale, you might think that the last thing you want to read is a Nosferatu graphic novel.  Fair enough.  But if you can overcome any such hesitation and give this a try, I believe you’ll find an enjoyable story with more than enough charm and originality to make it stand out from its well-worn source material(s) and the countless other adaptations.

The Creative Team in Comics

In comics, unless you’re one of these obnoxiously talented people who can do everything, odds are you’re working as part of a creative team.  Steven Forbes has spent the past couple of Bolts & Nuts columns over at Comix Tribe talking about the core components of the creative team – the writer, the penciller, the inker, the colorist, the letterer, the editor – and the contributions each of them make.  So I added my own observations on the roles each play in the creative process.

I think that, from an outside perspective, an editor’s role seems clearer in the Big Two. If you’re an editor for the Batman line of books in DC, or – surely the most nightmarish, Herculean of tasks – the editor of the X-books for Marvel, your job involves having an encyclopedic knowledge of continuity, keeping on top of plot turns and character beats that may clash with something that happened in the past, and making sure the chronology between various books in the line plays out without too much overlapping and confusion. You’re overseeing multiple books, trying to make sure they all stay afloat without stepping on each other’s toes, and you’re acting as a kind of custodian for decades of comic history.

As such, I think that’s what people associate comic editors with, rather than being part of the core creative team of all comics of every creed. But I speak from experience when I say an editor is essential, and a part of the creative team I would not do without, for all the reasons Steven mentions in his column.

As for the rest of the creative team, it continues to impress me just how cumulative and complimentary a process it all is. The penciller’s job is to make the writer look better, taking the panel descriptions – just a collection of words – and turning it into a magnificent image. Then the inker’s job is to make the penciller look better, picking out the lines that will draw out the strengths of the art and emphasis the right aspects of the page. Then the colorist’s job is to make the inker look better, balancing out the inker’s shading and linework with splashes of color that give the whole thing depth and vibrancy. Then the letterer’s job is to make the art team look better, positioning bubbles and captions in ways that lead the eye and bring out the hot spots of the panel.

It’s a very collaborative, almost symbiotic process, so much so that credit is not always placed where its due. A critic may praise the genius of a penciller for what is actually a triumph of color, or they may give kudos to a writer for the emotion he wrings out of a silent beat when in fact that was the contribution of the penciller. But I think that’s a sign of the best comics, when every person involved in its creation – each with their individual skills and contributions – meld together into a singular creative voice.

Also, I think it’s amazing how the internet age has allowed people from all over the world to collaborate so intimitely, often without ever meeting face-to-face. Imagine how difficult this woul have been even a couple of decades ago.  For someone like me, a writer living in Glasgow, Scotland, the internet has been a true blessing in this regard.

Which brings me to the next phase of this lengthy ramble.  Now that I’ve talked generally about what each aspect of the team brings to a comic, I thought I’d talk a little bit about my communications with various aspects of the creative team.

First up: the editor. The editor is often the first pair of eyes to lock on your script after you’ve finished your first draft. He’s the person that decides if it’s ready to go ahead to the other members of the creative team, and ultimately, to the reading audience. It is the comic book equivalent of the gatekeeper at the door, stopping you from leaving your house with your pants around your ankles.

Now, when I was young, I took piano lessons, and I had a great teacher. This teacher would pick apart every little mistake I made, judge my playing under the highest level of scrutiny, so much so that at times I got frustrated. But she’d always say that she was a hard taskmaster, but she was a lot stricter than any examiner would be. And she was right. By the time I got to my actual exams for moving up the Grades, it was a cake-walk in comparison to the standards I had to maintain in lessons.

And I think that’s what’s great about Steven Forbes, the editor I’ve been working with all through the creative process of The Standard. He is a hard taskmaster, and is not easily pleased. He judges a story a lot more harshly than any reader, picking apart any logic holes and mistakes. This results in a whole lot of notes and required fixes, but it also means that when he finally deems that you’ve got it right, YOU’VE GOT IT RIGHT.

Case in point: one of the scripts I wrote, I was really happy with. I was thinking to myself how good it was – action-packed, dramatic – and that Steve was going to LOVE it. So imagine my shock when he got back to me, and not only did he not love it, he thought it was bad, that it had core structural flaws. He said that surface changes wouldn’t be enough here, I’d have to pretty much go back to the drawing board.

I wrote a lengthy e-mail back to him pleading my case, explaining all the ways I thought he was wrong and how my story wasn’t as bad as he thought it was. I adamantly disagreed with him, and to this day I’m still quite fond of that original script. But here’s the important bit. Despite the fact that I personally thought he was wrong, I still trusted his judgement enough to take his advice and go back to the drawing board with the script anyway.

What’s crucial about this? You don’t just want an editor who likes the exact same things you do, and sees things the same way you do. Then you might as well just be cloning yourself and acting as your own editor. You’ve hired an editor to be someone who can stand outside you and your story, and over an outside, objective perspective on it. And even if you don’t agree with their conclusions, if you hired them to do the job you should trust they’re doing it right.

And here’s the other sign of a good editor: Steven told me I needed to go back to the drawing board, but he didn’t tell me what to replace the bad stuff with. He could easily have just said, “Right, take out this page, and put this and this and this in there instead, then have that character do this, and this character do that.” He’s a good enough writer that he COULD have done the fix himself. And perhaps, in certain emergency cases, such a hands-on approach is necessary. But he respected my status as the writer and that this was my story enough for me to come up with my own solution to the problem.

So anyway, I start the drastic redraft, following Steve’s advice despite not agreeing with it, and telling myself that I’d only go ahead with this restructuring if the final product was better than the initial draft. And it was. Dramatically so. I’ll admit it. By taking some stuff out, and putting other elements in, the script went from good to great (Steve would probably view it as “from awful to adequate”), and put the story on a whole other level.

Other times, the editing contribution has simply been fixing wonky lines and tightening up elements here and there. But whether the changes are large or small, going through an editor is always an essential part of the process. It lets you know your script is ready, that it reads well to someone other than yourself.

And Steven has been incredibly supportive through every aspect of my first comics project, advising me on every step of the process, looking over art. I’m incredibly grateful for his contribution, and I know the comic probably wouldn’t have been made without him.

Next up: the artist! I think when an artist gets involved in your project is when it starts to become real. When someone starts turning your words into images, your comic stops being something abstract, and starts to take shape before your eyes.

To any new or aspiring comic book writers reading, I can’t tell you what a thrill it is to put out an ad, and have all the replies start filtering into your inbox. I had over a hundred artists contact me in response to my first ad. It was a bit overwhelming: all these people want to work with me! Of course, some were more suitable than others, and I narrowed it down to my top choices. But here’s something I should mention, something I think everyone should do: I took the time to personally reply to every ad and thank each artist for submitting, even if it was just to tell them they weren’t right for the project. As creative types, we’re all going to experience the frustration of submitting work and never getting a reply, so we all know how much any acknowledgement is appreciated. I certainly know I’d like to hear back from anyone I submitted work to, even if it was just to say, “no thanks”.

I’d like to think I was able to end on good terms with everyone that contacted me. And now I have a bunch of artists in my mind that I could approach for future projects. But from the wave of replies, I was able to find the kind of people where I could picture The Standard drawn by them, and I got chills at the prospect.

But this is one of the things that makes an artist flaking so frustrating and disheartening. You start to imagine your story through their eyes, see your characters how they design them, and then when you lose them, you lose that vision of the project too, and it’s back to square one. The first artist I hired submitted a killer sample page, which got him the job. He submitted a couple of character designs… then vanished. I’d try contacting him repeatedly to no avail, then maybe once every few weeks he’d reply with “Oh hey, I’m just going out, I’ll send a reply when I get back tonight.” Then I’d not hear from him for another few weeks.

This went on for several months, until finally I pulled the plug and dropped him from the project. The artist got back to me saying that he’d had a lot of difficulties in his personal life, and I don’t doubt him, but at the same time I believe COMMUNICATION is key. If life is getting in the way and you can’t produce, TELL YOUR COLLABORATORS. Don’t leave them in the dark.

This is something I find baffling. So many artists (indeed, many people of all disciplines within the comic industry) talk about how hard it is to climb the ladder and establish yourself. But surely a big part of building your reputation would be, when you DO get paying work, actually DO it?

The next artist I went to was polite, courteous, totally professional… but it was clear it was a business transaction. And that’s totally fine. Not every work-for-hire gig is going to invoke deep passion and personal belief in the project. He also submitted character designs and a sample page, got as far as thumbnails, but then another project he had been finishing up suddenly got a lot bigger. Now this is the difference: he immediately contacted me and laid out the situation, saying I could either wait a few months for him to finish, or I could find another artist – and the sample page and character designs would be free of charge. I opted for the latter option, and we ended on good terms. I’d happily hire the guy for another project, schedules permitting.

It was a case of third time’s a charm, however. I was feeling down on the whole project after two false starts, and wondered if I’d ever get it off the ground. But then Steven put me in contact with artist Jonathan Rector (another great thing an editor can provide – contacts!), and it was a perfect match. This might sound cheesy, but I very quickly got the sense that this was the artist who was always meant for this project.

His style of art was just a perfect match for The Standard, even moreso than my previous artists. And here’s the biggie: you got the sense that he BELIEVED in the project. He was the first artist to read the script and seem genuinely excited about working on it, popping with ideas and ways to add to what I had. The process of character design was so much more in-depth and collaborative here, as we brainstormed and through back and forth ideas. There was a total rapport there, it felt like a partnership.

The thumbnails were similarly collaborative, with Jon often working out multiple approaches to the same page – one adhering strictly to my instructions in the script, the other with him doing more of his own thing. And almost invariably, his way was better. But it was good being a part of that process – again, it felt like a partnership.

And then came the point when I started getting the interior pages. Another note to any aspiring comic writers: it is so exciting opening e-mails in your inbox, and finding your pages of script turned into works of art. You’re seeing your story come to life. And not just seeing the images you’ve had in your head for weeks, months and years perfectly recreated, but seeing someone take that image, and make it BETTER. It’s an incredible dynamic.

I feel like I’ve perhaps been spoiled in having an artist as good as Jon on my first project, as we’ve become friends. I’ll usually talk to him a couple of times a week. He’ll show me other art he’s working on and I’ll send him other scripts I’m working on. And he’s engaged and excited about every aspect of The Standard. It feels like it’s his baby as much as it is mine.

Jon inks his pencils, so I can’t talk about any communications with inkers from experience.

Similarly, I’ve only recently added a colorist to the book, so I can’t talk at length about my dealings in this field, other than to say I’m really happy to have someone as talented as I do onboard the project fulfilling this role.

Now, with lettering, in the very early stages of development I foolishly thought I could learn my own lettering and do this aspect of the comic. “It’s just lettering, right?” After a few tutorials on the subject put me in the fetal position curled up in a ball on the floor, I realised I needed to hire someone that knew who they were doing. I ended up with Kel Nuttall, who is a lettering machine. I was floored by the quality of stuff he was providing, and the speed at which he was doing it. The lettering added a whole new dimension to the book, really complimented the art and brought out the best in it. It was a major contribution, and I tried to make sure Kel knew how much that contribution was appreciated.

Really, I find I’m really fortunate with the people I’m working with. They’re all such incredibly talented people, that I’ve never felt like I’m just settling for. If I had my pick of any of the biggest names in comics in each of the respective fields, I’d sooner keep everyone in their present roles. I feel like this is the ideal lineup for The Standard, the dream team. And these are all people I’d want to work with on other projects in the future.