Forget poetry, forget fiction, read Graphic Novels!
July 11,
2004Not
FunniesBy CHARLES
McGRATH
ou
can't pinpoint it exactly, but there was a moment when people more or less
stopped reading poetry and turned instead to novels, which just a few
generations earlier had been considered entertainment suitable only for idle
ladies of uncertain morals. The change had surely taken hold by the heyday of
Dickens and Tennyson, which was the last time a poet and a novelist went head to
head on the best-seller list. Someday the novel, too, will go into decline -- if
it hasn't already -- and will become, like poetry, a genre treasured and created
by just a relative few. This won't happen in our lifetime, but it's not too soon
to wonder what the next new thing, the new literary form, might
be. It might be comic books.
Seriously. Comic books are what novels used to be -- an accessible, vernacular
form with mass appeal -- and if the highbrows are right, they're a form
perfectly suited to our dumbed-down culture and collective attention deficit.
Comics are also enjoying a renaissance and a newfound respectability right now.
In fact, the fastest-growing section of your local bookstore these days is apt
to be the one devoted to comics and so-called graphic novels. It is the
overcrowded space way in the back -- next to sci-fi probably, or between New Age
and hobbies -- and unless your store is staffed by someone unusually devoted,
this section is likely to be a mess. ''Peanuts'' anthologies, and fat,
catalog-size collections of ''Garfield'' and ''Broom Hilda.'' Shelf loads of
manga -- those Japanese comic books that feature slender, wide-eyed teenage
girls who seem to have a special fondness for sailor suits. Superheroes, of
course, still churned out in installments by the busy factories at Marvel and
D.C. Also, newer sci-fi and fantasy series like ''Y: The Last Man,'' about
literally the last man on earth (the rest died in a plague), who is now pursued
by a band of killer lesbians. You
can ignore all this stuff -- though it's worth noting that manga sells like
crazy, especially among women. What you're looking for is shelved upside down
and sideways sometimes -- comic books of another sort, substantial single
volumes (as opposed to the slender series installments), often in hard cover,
with titles that sound just like the titles of ''real'' books: ''Palestine,''
''Persepolis,'' ''Blankets'' (this one tips in at 582 pages, which must make it
the longest single-volume comic book ever), ''David Chelsea in Love,'' ''Summer
Blonde,'' ''The Beauty Supply District,'' ''The Boulevard of Broken Dreams.''
Some of these books have titles that have become familiar from recent movies:
''Ghost World,'' ''American Splendor,'' ''Road to Perdition.'' Others, like
Chris Ware's ''Jimmy Corrigan: The Smartest Kid on Earth'' (unpaged, but a good
inch and a quarter thick) and Daniel Clowes's ''David Boring,'' have achieved
cult status on many campuses. These
are the graphic novels -- the equivalent of ''literary novels'' in the
mainstream publishing world -- and they are beginning to be taken seriously by
the critical establishment. ''Jimmy Corrigan'' even won the 2001 Guardian Prize
for best first book, a prize that in other years has gone to authors like Zadie
Smith, Jonathan Safran Foer and Philip
Gourevitch. The notion of telling
stories with pictures goes back to the cavemen. Comic-book scholars make a big
deal of Rodolphe Topffer, a 19th-century Swiss artist who drew stories in the
form of satiric pictures with captions underneath. You could also make a case
that Hogarth's ''Harlot's Progress'' and its sequel, ''A Rake's Progress,'' were
graphic novels of a sort -- stories narrated in sequential panels. But despite
these lofty antecedents, the comic-book form until recently has been unable to
shed a certain aura of pulpiness, cheesiness and semi-literacy. In fact, that is
what a lot of cartoon artists most love about their
genre. There was a minor flowering
of serious comic books in the mid-80's, with the almost simultaneous appearance
of Art Spiegelman's groundbreaking ''Maus''; of the ''Love and Rockets'' series,
by two California brothers, Gilbert and Jaime Hernandez; and of two
exceptionally smart and ambitious superhero-based books, ''Watchmen,'' by Alan
Moore and Dave Gibbons, and ''Batman: The Dark Knight Returns,'' by Frank
Miller. Newspapers and magazines ran articles with virtually the same headline:
''Crash! Zap! Pow! Comics Aren't Just for Kids Anymore!'' But the movement
failed to take hold, in large part because there weren't enough other books on
the same level. The difference this
time is that there is something like a critical mass of artists, young and old,
uncovering new possibilities in this once-marginal form, and a new generation of
readers, perhaps, who have grown up staring at cartoon images on their computer
screens and in their video games, not to mention the savvy librarians and
teachers who now cater to their interests and short attention spans. The
publicity that has spilled over from movies like ''Ghost World,'' originally a
graphic novel by Dan Clowes, has certainly not hurt. And there is much better
distribution of high-end comics now, thanks in part to two enterprising
publishers, Drawn and Quarterly in Montreal and Fantagraphics Books in Seattle,
which have managed to get their wares into traditional bookstores, not just the
comics specialty shops. Some of the better-known graphic novels are published
not by comics companies at all but by mainstream publishing houses -- by
Pantheon, in particular -- and have put up mainstream sales numbers.
''Persepolis,'' for example, Marjane Satrapi's charming, poignant story, drawn
in small black-and-white panels that evoke Persian miniatures, about a young
girl growing up in Iran and her family's suffering following the 1979 Islamic
revolution, has sold 450,000 copies worldwide so far; ''Jimmy Corrigan'' sold
100,000 in hardback, and the newly released paperback is also moving
briskly. These are not top
best-seller figures, exactly, but they are sales that any publisher would be
happy with, and several are now trying to hop on the graphic-novel bandwagon.
Meanwhile, McSweeney's Quarterly, a key barometer of the literary climate,
especially among the young and hip, has devoted its entire new issue to comics
and graphic novels, and the contents are virtually a state-of-the-art anthology,
edited and designed by Chris Ware. Dave Eggers, the editor of McSweeney's, told
me, ''I'm just trying to show how hard it is to do this stuff well and to give
it a little dignity.'' The
term ''graphic novel'' is actually a misnomer. Satrapi's ''Persepolis'' books
(another installment is due this summer) are nonfiction, and so, for that
matter, is ''Maus,'' once you accept the conceit that human beings are played,
so to speak, by cats, dogs, mice and frogs. The newest book by Chester Brown
(who drew the cover for this issue of The Times Magazine) is a full-scale,
200-plus-page comic-book biography (which took five years to research and draw)
of Louis Riel, who in Brown's native Canada occupies roughly the position that
John Brown does here. Nor are all these books necessarily ''graphic'' in the
sense of being realistic or explicit. (When I mentioned to a friend that I was
working on an article about graphic novels, he said, hopefully, ''You mean
porn?'') Many practitioners of the
form prefer the term ''comix,'' with that nostalgic ''x'' referring to the age
of the underground comics, which were sold in head shops along with bongs and
cigarette papers. Scott McLoud, the author of a very helpful guide (in
comic-book form) called ''Understanding Comics,'' prefers the slightly
pretentious term ''sequential art.'' Alan Moore, creator of ''The League of
Extraordinary Gentlemen,'' likes ''big expensive comic book''; Spiegelman is
partial to ''comic book that needs a
bookmark.'' But for want of a
universally agreed-on alternative, the graphic-novel tag has stuck, and it
received something like official sanction a year and a half ago when Spiegelman
and Chris Oliveros, the publisher of Drawn and Quarterly, persuaded the
book-industry committee that decides on subject headings to adopt a
graphic-novel category with several subsections: graphic novel/literature,
graphic novel/humor, graphic novel/science fiction and so on. Afterward,
Spiegelman turned to Oliveros and said, ''I think we've just created the state
of Israel -- one great big boundary dispute in one little corner of the bookshop
globe.'' The center of this dispute
-- the comic book with a brain -- is a somewhat arbitrary and subjective place,
not unlike pornography in Justice Stewart's famous formulation (you recognize it
when you see it). But a few generalities may be hazarded. First of all, the
graphic novel is not just like the old Classics Illustrated series, an
illustrated version of something else. It is its own thing: an integrated whole,
of words and images both, where the pictures don't just depict the story;
they're part of the telling. In
certain ways, graphic novels are an almost primitive medium and require a huge
amount of manual labor: drawing, inking, coloring and lettering, most of it done
by hand (though a few artists have begun to experiment with computer drawing).
It's as if a traditional novelist took his printout and then had to copy it
over, word by word, like a quill-wielding monk in a medieval monastery. For some
graphic novelists, just four or five panels is a good day's work, and even a
modest-size book can take years to
complete. Like a lot of graphic
novelists, Marjane Satrapi begins with a prose script and then begins to sketch
it out, lightly and loosely, in pencil. ''When I've done that, then in my brain
my book is finished,'' she said from Paris, where she lives now. ''The problem
is that only I know what it looks like. For you to see it, then I have to
drudge. It's a very, very long
process.'' Such labor demands a
certain obsessional personality and sometimes results in obsessional
storytelling. What all graphic novelists aspire to, however -- whether they
start with words or with an image or two -- is a sense of motion, of action
unfolding in the blank spaces between their stop-action frames. They spend a lot
of time thinking about how the panels are arranged and the number of panels it
takes (or doesn't) to depict a given amount of narrative. Most of these effects
are meant to work on us, the readers, almost subconsciously, but they require a
certain effort nonetheless. You have to be able to read and look at the same
time, a trick not easily mastered, especially if you're someone who is used to
reading fast. Graphic novels, or the good ones anyway, are virtually
unskimmable. And until you get the hang of their particular rhythm and way of
storytelling, they may require more, not less, concentration than traditional
books.
he graphic novel --
unlike the more traditional part of the comic-book universe now being celebrated
by fiction writers like Michael Chabon and Jonathan Lethem -- is a place where
superheroes have for the most part been banished or where, as in ''Jimmy
Corrigan'' and ''David Boring,'' they exist only as wistful emblems of a lost
childhood. There is also little of that in-your-face, cinematic drawing style
developed by Stan Lee, Jack Kirby and other pioneers of the action comic. Most
of the better graphic novelists consciously strive for a simple, pared-down
style and avoid tricky angles and
perspectives. The graphic novel is a
man's world, by and large, though there are several important female artists
(not just Satrapi, but also Lynda Barry, Julie Doucet and Debbie Drechsler). And
to a considerable extent it is a place of longing, loss, sexual frustration,
loneliness and alienation -- a landscape very similar, in other words, to that
of so much prose fiction. A number
of graphic novels are set in a kind of nostalgialand, like Ben Katchor's mythic,
time-warped Lower East Side or the mid-50's small-town Canada of the artist who
goes by the name Seth (his real name is Gregory Gallant). Many more are set in
the slacker world -- the skanky Washington Heights neighborhood of Doucet's ''My
New York Diary,'' the coffee-shop Portland and East Village sublet of ''David
Chelsea in Love,'' the diners, card shops and apartment complexes of Adrian
Tomine's West Coast -- where people are always hooking up and breaking up and
feeling both shy and lousy. It's the pictorial equivalent of Nick Hornby's
''High Fidelity.'' A considerable
percentage of the new graphic novels are frankly autobiographical. They are
about people who are, or who are trying to be, graphic novelists, and they all
follow, or implicitly refer to, a kind of ur-narrative, which upon examination
proves to be, with small variations, the real-life story of almost everyone who
goes into this line of work. As most
graphic novelists themselves will gladly tell you, you have to be a bit of a
weirdo to want to purse this odd and solitary art form. Julie Doucet, one of the
most promising of the younger graphic novelists, found the life so hard that she
flat out quit. ''It was killing me,'' she said over the phone from her studio in
Montreal. ''Trying to make a living from it -- I could never stop, never have a
break. I was doing it all the
time.'' For those who do stick with
it, the career of the graphic novelist can seem less a choice than a compulsion.
The process of becoming one goes something like this: First there's a conversion
moment, which happens at a remarkably young age, usually when the artist is
still in grammar school. To put it simply, he falls in love with a comic strip
-- fairly often it's ''Peanuts'' -- and then with comics in general. Soon he's
copying them, and then he's generating his own. In high school, where this
artist, a nerd, most likely, and an outcast, is unrecognized for the talent he
is, cartooning becomes a refuge, a way to work out revenge fantasies and
occasionally even a modest claim to
fame. More of the same in college or
art school -- if he even bothers with formal training. Cartooning is now an
obsession, a visual diary in which the artist records every detail of his
personal life, with a special emphasis on his sexual fantasies and his usually
excessive masturbation, and then at some point, if he is lucky, he figures out
how to turn all this rage and depression and thwarted energy, all those pages
and pages of sketches and drawings, into storytelling, into a portrait of the
artist as a young man. The benign version of this progress is Chester Brown's
sweet and innocent-seeming novels ''Playboy'' and ''I Never Liked You''; the
dark, self-loathing, porn-addicted and parodic version is Joe Matt's ''Poor
Bastard,'' which was recently optioned by
HBO. If some of this sounds
familiar, it is because it is also the story of R. Crumb, so memorably laid out
in Terry Zwigoff's 1994 documentary, wherein we learn that Crumb grew up not
just in your basic unhappy family but in a spectacularly dysfunctional one, and
that as a child he was sexually aroused by Bugs Bunny. Crumb dominates the brief
history of the graphic novel the way Cimabue dominates Vasari's first volume of
''Lives of the Artists'' -- as both an inescapable stylistic influence and a
kind of moral exemplar. (Crumb is now 60 and lives in the south of France.)
Almost every aspiring graphic novelist now goes through a Crumb period, and some
never entirely outgrow it: the cross-hatched line and bare light bulbs; the big
feet, knobby knees, hairy legs and whiskery faces; the big breasts and even
bigger behinds; the flying drops of perspiration (and other bodily fluids). It's
a style as recognizable in its way, and as powerful, as Goya's or Brueghel's.
Equally powerful is Crumb's example as someone who takes comics seriously as a
form of self-expression and is unafraid to pour everything of himself into them.
''Without Crumb, I really, honestly, think comics would have come to an end,''
Chris Ware says. ''I think we all have his voice in our minds: 'You really want
to do that? Are you sure you really want to do
that?''' The other
overwhelming figure is Art Spiegelman, who to the comics world is a Michelangelo
and a Medici both, an influential artist who is also an impresario and an
enabler of others. As one publisher told me, ''Art is just as important as he
thinks he is.'' He, too, fits the Crumb paradigm: childhood fascination with
comics (in his case with ''Inside Mad,'' a paperback Mad Magazine anthology that
he persuaded his mother to buy for him when he was 7), precocious development
(as a teenager he was drawing for his weekly paper in Rego Park, Queens, and
publishing his own magazine, Blase) and deep immersion in the history and lore
of comics. He had another asset: a case of uncorrectable ambylopia, or lazy eye,
that makes if difficult for him to see in three dimensions. (''So cartoons
really did seem real to me,'' he says. ''Maybe more real.'') After dropping out
of SUNY Binghamton, he went to work for the Topps bubble-gum company, of all
places, which had a small art and design department. If you are a parent of a
certain age -- or the offspring of such a parent -- you have Art Spiegelman to
thank for Wacky Packs and the Garbage Pail
Kids. Off and on, Spiegelman was
with Topps for 20 years, but all the while he was working on his own comics. He
went through the obligatory Crumb phase and then, under the influence of some
obscure experimental filmmakers, found himself more and more interested in
formal and technical issues. His strip ''Ace Hole, Midget Detective'' was a noir
detective parody deliberately designed to unravel; ''Don't Get Around Much
Anymore'' was a one-page piece in which almost nothing happens. At this point,
Spiegelman says, he was on a path that led to becoming a gallery artist.
Instead, he changed direction and set about trying to tell a
story. The result was the Pulitzer
Prize-winning ''Maus,'' originally a three-page strip in a comics anthology
called ''Funny Aminals'' (sic) but ultimately a two-volume story about
Spiegelman's relationship with his father and his father's experiences at
Auschwitz. ''Maus'' draws on a lot of Spiegelman's structural experiments and
incorporates a number of subtle design elements, like having the shadow of a
swastika fall almost undetectably across a page, but its great innovation --
unmatched and possibly unmatchable -- was in its combination of style and
subject. Somehow the old cartoon vocabulary -- the familiar imagery of cats and
mice -- made the Holocaust bearable and approachable, strange and yet familiar.
It would be almost impossible to overstate the influence of ''Maus'' among other
artists. Marjane Satrapi, for example, says that it was ''Maus'' that opened her
eyes to the possibilities of the graphic novel -- that in effect created her as
an artist -- and the same is true for many
others. Installments of ''Maus''
began appearing in the early 80's in a magazine owned and published by
Spiegelman. This was Raw, which he founded in 1980 with his wife, Francoise
Mouly (who is now the art editor of The New Yorker), and which is his other
great gift to graphic novelists. Raw was originally meant to be a one-timer, a
showcase for all the art that, with the collapse of underground comics a few
years earlier (owing mostly to a legal crackdown on stores selling drug
paraphernalia), had no other outlet. The first issue sold out, and subsequent
issues kept rising ''phoenixlike,'' Spiegelman says. ''We finally decided to
make it a biannual, because we weren't sure whether that meant twice a year or
every other year.'' Raw came out
until 1991, published from Spiegelman's studio, a loft in SoHo that is also a
kind of haphazard museum of comic-strip history and memorabilia, and it helped
revive the careers of some older artists, veterans of the underground period,
and showcased the work of many more new ones, most of whom found their calling
and their inspiration from studying its
pages. Spiegelman, 56, has been such
an ambassador for comics over the years -- lecturing, promoting, writing
articles -- that to some extent his own productivity has suffered. His first
solo comic book since ''Maus,'' called ''In the Shadow of No Towers,'' comes out
in September, and for much of the spring he was happily working on the proofs in
his cluttered and smoke-hazed studio. (Like the old-time comic-strip artists,
Spiegelman is an unapologetic chain smoker, a genuine two-pack-a-day
man.) ''In the Shadow'' is a
collection of broadsides he began publishing after the attack on the World Trade
Center, just blocks away from where he lives. The broadsides are designed in the
fashion of old newspaper funny pages, and they incorporate some of that old
funny-page storytelling. (When Spiegelman wants to show himself and Francoise
quarreling, for example, he draws it in the style of a Maggie and Jiggs strip;
there are also allusions to the Katzenjammer Kids, Krazy Kat and Happy
Hooligan.) An unhinged Spiegelman is a major character -- paranoid, unshaven, a
butt always in his mouth -- and eventually he suffers a kind of nervous
breakdown, convinced that the world is about to end any
minute. Many of these broadsides
were so politically charged and so stridently opposed to the Bush administration
that mainstream American papers were reluctant to print them; they appeared
mostly in England and in Germany. Spiegelman has put them all together now in a
big album-size book, along with several full-size reproductions of old
comic-supplement pages, and the result, he says he hopes, is a kind of
palimpsest in which the layers reflect and comment on each other, in which world
history and personal history
collide. The book is also,
inevitably, a working diagram of Spiegelman's own feverish, hyperactive
imagination -- a place in which comics and reality, present and past, are all
but indistinguishable. He works on two desks, side by side, one 19th-century, as
he likes to say, and one 21st. The first is an old-fashioned drafting table, and
the second is a computer; in between, there is a scanner. He can sketch
something by hand and then refine it on the screen, or do it the other way
around. By the time he is finished with a piece, he says, he can no longer tell
the difference between what is computerized and what has been done by
hand. By general agreement,
Chris Ware, 36, and Daniel Clowes, 43, are Spiegelman's two most important
discoveries. Clowes, who fits the classic profile (broken home, comics
obsession, friendless, dateless adolescence), is the author of, among other
works, ''David Boring,'' an unsummarizable novel in which a dweebish guy's
fetish for big-bottomed women leads to his being shot twice, and the
better-known ''Ghost World,'' about two punkish high-school girls trying to
cling to friendship even as the onset of sex and adult responsibility seems to
drive them apart. ''Ghost World'' the graphic novel is even better than ''Ghost
World'' the movie. The dialogue (the best parts of which are unprintable here)
has a Salingeresque poignancy, and the artwork is washed in a bluish-green tint
that suggests a TV on the blink -- exactly right for these lives in which much
of the color has been drained by a crippling irony and hyper
self-awareness. Ware (abandoned by
father, snubbed by classmates, discovered comics in grandmother's basement) is
best known for ''Jimmy Corrigan,'' easily the most beautiful and most
complicated of all the new graphic novels. The story of a sad-sack 36-year-old
Chicagoan (''a lonely, emotionally impaired human castaway,'' as he calls
himself) who is briefly reunited with a father he has never seen before, ''Jimmy
Corrigan'' is laid out in wide, delicately colored pages in which the panels are
sometimes large and painterly and sometimes resemble circuit diagrams. There are
dream sequences, flashbacks (especially to the Chicago 1893 Columbian Exposition
and the domed pavilions), and even home-assembly projects -- models of a
farmhouse and an old-fashioned zoetrope to be cut out and pasted together. Some
pages are crammed with information; in others, nothing happens except the
passage of time, quietly punctuated by a little cough or a
sigh. Ware lives with his wife, a
teacher, just outside Chicago in a small stucco house that is itself a little
Corriganesque. There is a tiny upstairs studio overlooking the yard; in other
rooms, there are a piano, some banjos, an old-fashioned Victrola and a
collection of Edison cylinder recordings. (Ware is an old-music enthusiast, and
in his spare time he edits and produces a magazine called The Rag-Time
Ephemeralist.) I went there to see him recently, and as it happens, the artist
known as Seth was visiting for the weekend from Guelph,
Ontario. They both resembled their
characters a little. Ware is a taller, handsomer version of the bullet-headed
Jimmy Corrigan. Seth, 41, looks like a zootier version of the fedora-wearing
protagonist of his novel ''It's a Good Life, If You Don't Weaken,'' about a
young man obsessed with old New Yorker cartoons. His hair is brilliantined and
swept back; his glasses are old-fashioned black horn rims. Even though it was a
warm Saturday in May, he was wearing a suit and tie, and when we went out for a
late lunch, he put on a topcoat, fedora and a pair of leather
gloves. They were spending the day
doing what graphic novelists apparently always do whenever they get together --
talking about graphic novels. Ware, even though he is more successful and
esteemed than just about any of his peers (his work has been shown at the
Whitney Biennial, and he is the subject of a scholarly monograph coming from
Yale University Press this fall), occasionally sounded like Samuel Beckett's
idea of a graphic novelist. ''This is just an incredibly inefficient way to tell
a story,'' he said, and he explained that earlier in the week he had been
working on a strip in which he had decided there could be no narration. ''It
involved maybe 8 to 10 seconds of actual narrative time,'' he said. ''But it
took me three days to do it, of 12 hours a day. And I'm thinking any writer
would go through this passage in eight minutes of work. And I think: Why am I
doing this? Is the payoff to have the illusion of something actually happening
before your eyes really worth it? I find it's a constant struggle and a source
of great pain for me, especially the last day when I'm inking the strip. I
think, Why, why am I doing this? Whole years go by now that I can barely account
for. I'm not even being facetious.''
Seth nodded and returned to an earlier theme of his -- the idea that cartooning
is something the artist gets ''tricked'' into. ''I think the impulse to
cartooning comes as a compensation when you're young for the fact that you're
unhappy,'' he explained. ''So you start cartooning to create a fantasy world.
That impulse is what makes you draw, and for me it made me draw enough that by
the time I was in my 20's, I was tricked into being a cartoonist. It was too
late then to start anything else.''
But maybe because they were only talking, not working, they didn't seem all that
glum, and they went on enthusiastically about the subject that seems to
preoccupy all graphic novelists -- their ''rhythm,'' or the way their panels
work on the page. ''It's like
music,'' Ware said. He explained that when he is working, he first does quick
sketches of what each panel should be like. ''I never think of it as words,'' he
said. ''It's individual pictures, and it feels like a memory. When I think about
it, it replays itself in my mind over and over, almost like a little melody or
something. As I'm working on it, I'll read through the strip hundreds of times.
It's like I'm writing a piece of music, and I'll keep playing it over and over
in my head. And I'll realize that that didn't sound right or that didn't feel
right or that's insincere or that movement seems staged or acted somehow. So
I'll have to add or subdivide or do something. And then all of a sudden, it will
click, and it will seem like a real thing
happening.'' ''It's the medium we're
stuck with,'' Seth said, ''even if it seems a completely inappropriate medium to
have chosen to tell a serious story.'' He thought for a second and added,
''Though it's probably a less wildly inappropriate medium than it was 10 years
ago'' -- by which he meant that now, at least, it's possible for a graphic
novelist to make a living. Joe
Sacco's name came up while I was in Chicago, and Seth said: ''He's definitely an
oddball cartoonist, because he has very excellent social skills. He goes out
into the world and deals with people. In fact, of all the cartoonists I know,
when I'm around Joe I get the least impression that he read all this junk as a
kid. He seems relatively free from all that genre
material.'' This is only partly
true. Sacco, who is now 43 and in person much better looking than the geeky guy
with the big lips and the blank eyes who is his comic-book stand-in, was born on
Malta and spent the early part of his childhood in Australia. He wallowed in
plenty of comics there, and when he moved to this country at the age of 12, he
became an instant convert to Mad magazine. Later, he went through a serious
Crumb phase, drawing strips like ''Oliver Limpdingle's Search for Love,'' which
is pretty much summed up by its title. For a while, Sacco even drew romance
comics. But in high school and again
in college (the University of Oregon at Eugene), he was popular, well adjusted
and a good student. His passion in those days was journalism, and he settled on
cartooning only after failing to find a decent job doing anything else. In the
mid-80's, he worked briefly as a reporter for The Comics Journal, a magazine
that covers the comics world, and that experience emboldened him to show the
editor, Gary Groth, an epic Vietnam comic he had been working on. ''Gary pretty
much destroyed my hopes for it,'' Sacco says now. ''At that point, I decided I
should learn how to write a one-page story.'' Eventually he had enough of them
for a comic book, and they were published by Fantagraphics in a six-installment
series called ''Yahoo.'' Sacco's
real breakthrough came in 1988, when he accompanied some friends of his, a rock
band called the Miracle Workers, on a European tour. ''In some ways, I started
behaving journalistically again,'' he recalls. ''I began taking notes and
writing down every word people said.'' ''In the Company of Long Hair,'' a
journal of the trip in comics form that appeared as part of the ''Yahoo'' series
in 1989, marked the first appearance of the familiar big-lipped Sacco figure
(though in this version he still has shoulder-length locks, not the buzz cut
that turns up later), who is sometimes taking part in the action but more often
just observing it, and of the familiar Sacco method, which is to use a cartoon
style to document something that actually
happened. He refined this technique
with ''More Women, More Children, More Quickly,'' a story told from his mother's
point of view about the Italian and German bombing raids on Malta during World
War II that required him to interview her and to recreate historical settings
and events. ''Palestine,'' Sacco's account of several trips he made to
Palestinian towns and refugee camps in the West Bank, was what first brought him
a wider audience and serious attention in 1995. But his masterpiece is ''Safe
Area Gorazde,'' which came out in 2000 and recounts four trips Sacco made to
Gorazde, a U.N.-designated safe area during the Bosnian war, where the mainly
Muslim population endured three and a half years of siege by the Bosnian
Serbs. Sacco (who has done
journalistic comics for this magazine) claims not to have a conscious style; his
work, he says, is a ''combination of knowledge and limitation.'' But his pages
have become less and less cartoonish over the years -- to the point where they
now verge on a kind of realism, especially when depicting interiors and street
scenes. This is partly accidental (Sacco studied mechanical drawing in school
and says that he draws buildings and vehicles more easily than people) and
partly the result of a reportorial passion for accuracy. Most graphic novelists
keep sketchbooks; Sacco takes photographs and tape-records his interviews. His
work subtly employs certain comic-book conventions -- for example, in showing
emotion (facial expressions are often slightly exaggerated) or in structuring a
narrative. (In a chapter of ''Safe Area Gorazde'' describing a character's
arduous trek through a forest, he deliberately draws the figure walking left --
against the traditional flow of a comics page -- to create a sense of slowness
and difficulty.) At the same time, there's a documentary quality to books like
''Palestine'' and ''Safe Area Gorazde'' that is often more effective and
affecting than ''real'' documentary. His scenes never seem stagy, the way filmed
''recreations'' so often do, and his people, verging ever so slightly on
caricature, have an immediacy that talking heads on a screen seldom
achieve. Sacco typically spends
weeks indexing and cross-referencing his notes and then writes out an entire
story before starting to draw. ''I think you have to do it that way for
nonfiction,'' he says. ''You have to be systematic. You can have a fictional
character grow on the page and kind of lead you around, but that won't work for
what I'm doing. I want to be a window on something.'' Sacco is currently working
on another Palestinian project, a book about the town of Rafah, which he expects
will take several years to finish, but he thinks about someday returning to
made-up stories. ''I'm not sure I'll be able to keep doing this,'' he said.
''All the traveling, all that extra work. There was a point a couple of years
ago, just after 'Gorazde' came out, when if it hadn't done well, I think I might
have folded. You can't eat on just good reviews. And now I sometimes ask myself,
When I'm 60, do I still want to be traipsing around refugee
camps?'' One solution to the
drudgery of cartooning is to get others to do it for you. Companies like Marvel
and D.C. essentially produce comics on an assembly line: one person thinks up
the story, someone else draws it, another inks it, yet another colors it and so
on. Most graphic novelists tend to be dismissive of such products, but a couple
of people have emerged from the factory system and attained something like
auteur status -- as writers whose comics are worth paying attention to no matter
who draws them. Neil Gaiman, creator of the enormously successful ''Sandman''
series, is one such figure; another is Alan Moore, creator of ''Watchmen,''
''From Hell'' (a story about Jack the Ripper) and ''The League of Extraordinary
Gentlemen.'' Moore, who is 50, looks
like a comic-book character. He has a long beard, shoulder-length hair and likes
to dress in black. He also dabbles a little in the occult. Moore lives alone in
Northampton, England, where he was born and grew up, and is a famous recluse.
''I'm a stranger to the other end of the living room,'' he likes to say. Moore
actually draws perfectly well. (His early strips, like ''Roscoe Moscow,'' a
detective parody, are more than passable Crumb knockoffs.) But in the early
80's, when he was a young man struggling to support himself, a wife and a baby,
he realized that he couldn't draw fast enough to keep up with his deadlines. He
decided to become a writer instead and began sending out scripts on
spec. From the beginning, Moore's
scripts were extraordinarily detailed, not just plot summaries but
panel-by-panel blueprints, and this made the artist's job much easier. Here, for
example, is the script for just a single panel from an unpublished work called
''Belly of Cloud'': IN THIS FIRST
SMALL PANEL ON THE BOTTOM TIER WE CHANGE ANGLES SO THAT WE HAVE PART OF THE HEAD
AND SHOULDERS OF THE ANGEL IN THE BOTTOM RIGHT FOREGROUND, FACING SLIGHTLY AWAY
FROM US TOWARDS THE NEAR LEFT BACKGROUND AS SHE TAKES THE CIGARETTE FROM HER
MOUTH AND EXHALES BLUE SMOKE. . . . LOOKING BEYOND HER WE CAN SEE THE YOUNG MAN
AS HE SITS THERE IN HIS POST-COITALLY OPEN SHIRT, SMOKING HIS OWN CIGARETTE AND
JUST GAZING AT HER WITH A LOOK OF STRICKEN PITY DAWNING IN HIS
EYES. Moore is a tireless
researcher; when he took over the moribund ''Swamp Thing'' series from D.C. in
the early 80's, he read botany books, listened to Cajun music and studied the
geography and ecology of the Louisiana bayous. Of all the graphic novelists, in
fact, Moore may have the purest and most inventive literary imagination. He also
writes poetry and has published a novel (the old-fashioned kind, without
pictures). His ''League of Extraordinary Gentlemen,'' which is far more
interesting than you would ever guess from the movie, is an extremely clever
literary pastiche of Victorian England in which all the characters (even the
prime minister, Plantagenet Palliser) are taken from other Victorian novels --
Bram Stoker's ''Dracula,'' H.G. Wells's ''Invisible Man,'' Stevenson's ''Dr.
Jekyll and Mr. Hyde'' and Jules Verne's ''20,000 Leagues Under the Sea,'' to
name just the most obvious. Right now, he is working on a pornographic graphic
novel, ''Lost Girls,'' in which the main characters are the Alice of ''Through
the Looking Glass,'' now known as Lady Fairchild and a laudanum-addicted
lesbian; the slightly repressed Mrs. Harold Potter, nee Wendy Darling, from
''Peter Pan''; and the randy Dorothy Gale, from ''The Wizard of
Oz.'' Moore was kicked out of school
at 17 for using and selling LSD. ''It was a fair cop,'' he says now, meaning
that he deserved to be expelled. ''The headmaster called me a moral health
hazard, and he was probably right.'' But the headmaster also took steps to make
sure he couldn't get into any other school, and Moore, who says he is still
''embittered by the entire educational system,'' became a fierce and ambitious
autodidact. Part of his education
was comic books, at first black-and-white English ones (which he says ''were
just something we had, like rickets'') until, in the early 60's, at an open-air
market, he came across full-color American comics. ''I related to them very
strongly,'' he says. ''They were about America, which seemed to me to be like
the future, like science fiction. Even without those fantastic characters, the
whole country seemed to me an exotic landscape, like the Emerald City, and those
comics lifted me right out of the streets I grew up
in.'' He added: ''We all live, you
know, on a kind of fictional planet -- the place we have with us ever since we
started listening to stories. We spend a lot of time in these imaginary worlds,
and we get to know them better than the real locations we pass on the street
every day. I think they play a more important part in our shaping of the world
than we realize. Hitler, for example -- we know he read a lot of Bulwer-Lytton.
Osama bin Laden used to read quite a lot of Western science fiction. That's why
comics feel important to me. They're immense fun as a game, but there's also
something more serious going
on.'' How good are graphic
novels, really? Are these truly what our great-grandchildren will be reading,
instead of books without pictures? Hard to say. Some of them are much better
than others, obviously, but this is true of books of any kind. And the form is
better-suited to certain themes and kinds of expression than others. One thing
the graphic novel can do particularly well, for example, is depict the passage
of time, slow or fast or both at once -- something the traditional novel can
approximate only with empty space. The graphic novel can make the familiar look
new. The autobiographical hero of Craig Thompson's ''Blankets,'' a guilt-ridden
teenager falling in love for the first time, would be insufferably predictable
in a prose narrative; here, he has an innocent
sweetness. The graphic novel is also
good at depicting blankness and anomie. This is a strength of Daniel Clowes's,
and also of 30-year-old Adrian Tomine, who may, incidentally, be the best prose
writer of the bunch. (He became an English major at the University of
California, Berkeley, because the art department had no use for representation,
let alone comics.) His young people, falling in and out of relationships,
paralyzed by shyness and self-consciousness, might be unendurable if depicted in
prose alone. Why would we care? But in Tomine's precisely rendered drawings
(which owe something to Clowes, something to the Hernandez brothers and maybe
even a tiny debt to the painter Alex Katz) they take on a certain dignity and
individuality. The graphic novel is
great for stories of spookiness and paranoia, as in David Mazzucchelli's graphic
adaptation of Paul Auster's novella, ''City of Glass,'' where the panels
themselves become confining and claustrophobic, or in Charles Burns's creepy
''Black Hole,'' a story about a plague spread by sexually active teenagers.
(''Black Hole'' is still unfinished, and some graphic artists talk about it the
way people talked about ''Ulysses'' back when it was appearing in installments.)
And of course, drawing as it does on the long tradition of comic and satiric
art, the graphic novel can be very
funny. In fact, the genre's greatest
strength and greatest weakness is that no matter how far the graphic novel
verges toward realism, its basic idiom is always a little, well, cartoonish.
Sacco's example notwithstanding, this is a medium probably not well suited to
lyricism or strong emotion, and (again, Sacco excepted) the very best graphic
novels don't take themselves entirely seriously. They appeal to that childish
part of ourselves that delights in caricature, and they rely on the magic,
familiar but always a little startling, that reliably turns some lines, dots and
squiggles into a face or a figure. It's a trick of sorts, but one that never
wears out. Charles McGrath,
former editor of the Book Review, is a writer at large for The New York
Times.
Several friends have sent me this item, I just
haven't included it yet. This is the best article written about this medium so
far this year. This kind of recognition is a hopeful sign for the future of
graphic novels.
From
last Sunday's New York Times Magazine (the cover story, no
less)You can't pinpoint it
exactly, but there was a moment when people more or less stopped reading poetry
and turned instead to novels, which just a few generations earlier had been
considered entertainment suitable only for idle ladies of uncertain morals. The
change had surely taken hold by the heyday of Dickens and Tennyson, which was
the last time a poet and a novelist went head to head on the best-seller list.
Someday the novel, too, will go into decline -- if it hasn't already -- and will
become, like poetry, a genre treasured and created by just a relative few. This
won't happen in our lifetime, but it's not too soon to wonder what the next new
thing, the new literary form, might
be. It might be comic books.
Seriously. Comic books are what novels used to be -- an accessible, vernacular
form with mass appeal...
Posted: Thu - July 15, 2004 at 02:30 PM
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Published On: Jan 07, 2005 06:56 AM
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