Afterlife with Archie: “Escape from Riverdale”

“Sometimes dead is better,” witches Hilda and Zelda Spellman tell Jughead Jones after their magic is unable to save his dog Hot Dog from a fatal injury.  If only he had listened!  Struck by his obvious pain, their niece Sabrina (i.e., the Teenage Witch) uses forbidden magic from the Necronomicon to bring Hot Dog back to life.  Like the resurrections in “The Monkey’s Paw” and Pet Sematary, it doesn’t work out as planned: Hot Dog returns, but as a horrible undead monster with a bite that spreads a terrible infection.  Soon, the town of Riverdale (home of Archie, Betty, Veronica, and the rest) is at the center of a zombie epidemic straight out of Night of the Living Dead.

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Since last fall, the first comic I read when I get it home from the store has been Afterlife with Archie, an unlikely hit from writer Roberto Aguirre-Sacasa and artist Francesco Francavilla.  The bimonthly book recently finished its first five-issue arc, “Escape from Riverdale,” and with the promise of big changes starting in the next issue, this seemed as good a time as any to examine the series (and encourage anyone who hasn’t tried it to give it a look: the first arc was just released in a collection last week).

As its name implies, Afterlife with Archie is a spin-off of Archie and the series with which it shares a universe (including Sabrina, Josie and the Pussycats, and more), with the familiar kid-friendly characters run through a George Romero- and Stephen King-style wringer.  As I wrote in my series on doppelgangers and copycat characters, writers often use thinly-veiled pastiches of familiar characters when they want to explore their darker sides; however, it is increasingly common for publishers to give writers free rein with out-of-continuity or alternate-universe stories starring their name-brand characters (Marvel has had a Marvel Zombies series for several years now, as an obvious example).

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At least since the late 1980s, following the success of the dark, adult-themed comics work of Alan Moore and Frank Miller, it’s been known that “grim and gritty” sell.  Fashions change, but it seems like every few years there’s another round of “Comics aren’t just for kids anymore!” stories and another slew of comic anti-heroes committing rape, murder, or whatever transgression it takes to get the spotlight in a competitive field.  (I don’t have a problem with comics tackling adult themes, of course, but it’s often the titles that loudly insist on their “adult” status that seem the most adolescent.)  Even without resorting to graphic sex or violence, “going dark” is a giant cliché, and obviously zombies have been trendy for years now, so it would be easy to dismiss Afterlife with Archie as just another fad book.  Yet it’s become one of my favorites: what gives?

Why does Afterlife with Archie succeed where others fail?  For one thing, the affection the creators have for both the horror genre and Archie Comics is obvious and infectious.  Aguirre-Sacasa knows the characters of the Archie universe and respects them; the darkness isn’t something laid on top of the characters, it’s an artful drawing out of themes already present in their usual, more cartoonish depiction.  Archie Andrews is still good-hearted and willing to go out on a limb for his friends and family; Reggie Mantle is still a selfish snob; Betty and Veronica still fight over Archie while trying to remain “BFFs.”  Francavilla’s semi-realistic art, filled with expressionistic shadows and dramatic, off-kilter angles, is matched by dialogue that is by turns naturalistic—the teens don’t sound like overly-cool caricatures of high-schoolers—and appropriately heightened for the gothic excess of the book.  (Veronica’s father Hiram Lodge probably wouldn’t call Archie an “insolent whelp” in one of his regular appearances, but the dynamic of overbearing patriarch to a young, unwanted suitor isn’t a stretch.)

Even the more ghoulish elements are incorporated in ways that play with well-known character traits: it might seem like a cheap joke that the voracious Jughead is the first infected and becomes a flesh-devouring zombie, but it’s just as equally the kind of twist associated with the EC Comics that are another point of reference.  His first teen victim: “Big” Ethel Muggs, a character who has always made me cringe in the original comics with her slow-witted “hick” speech pattern and unrequited crush on Jughead.  (Ironically, as horrible as her death is in Afterlife, her brief appearance has more dignity than the regular version of the character has ever had.)

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Flashbacks fill in the characters’ history, making them three-dimensional: in issue no. 4, the most emotional of the five, Archie is saved from the undead Hot Dog by his own dog Vegas, and then is confronted by his own father, now an infected zombie.  In both cases, the memories of happier times are intercut with the current struggle. (It’s the rare horror comic for which you’ll need a tissue!) Memory also weighs heavily on Hiram Lodge and his butler Smithers; it’s implied that Hiram was unfaithful to Veronica’s mother, and Smithers, as a second-generation servant of the Lodge family, is a discreet repository of all the town’s secrets.  Along with the incestuous relationship of Jason and Cheryl Blossom and the down-low lesbianism of Ginger Lopez and Nancy Woods (both interpretations that are original to this series, obviously), the constant web of secrets and lies make Afterlife’s version of Riverdale resemble Peyton Place, even before the supernatural elements are introduced.  The tone is very much like a contemporary teen soap opera.

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The “Escape from Riverdale” arc ends with Archie leading the town’s survivors from the dwindling safety of Lodge Manor out of town.  Sabrina, who was banished to another dimension for her actions in the first issue, is scheduled to return to Riverdale in issue 6, presumably introducing a more cosmic angle to the ongoing horror, but who knows what other characters will show up?  Josie and the Pussycats are still out there, somewhere, so far unused, and I wouldn’t be surprised if Aguirre-Sacasa and Francavilla indulge in some deep cuts from the world of Archie: most of the weirdest Archie concepts are technically alternate universes, but so is Afterlife, and it’s clear the creative team know their stuff, so who knows? I’m hoping for Jughead’s Time Police, myself.

Or maybe they’ll take some inspiration from Spire Christian Comics (which licensed Archie characters to spread the Good News), and we’ll get the gritty reboot of The Gospel Blimp the world has been crying out for.  Or a grown-up Hansi, the Girl Who Loved the Swastika?  After the real-life horrors of that story, zombies should be no problem.

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All kidding aside, I do give Archie Comics a lot of credit for remaining a comics company first instead of a “media” company: although many of the attention-grabbing developments of recent years, such as Archie’s marriage and impending death in Life with Archie (the series which Afterlife with Archie sprang from, initially as a joke) and the introduction of openly gay character Kevin Keller, could be seen as publicity stunts, they’ve remained dedicated to a medium that the Big Two comics companies have increasingly turned into ancillaries of big budget movies and little else.  On the other hand: an Afterlife with Archie movie?  I can think of less likely properties to adapt for film.  In the mean time, I look forward to seeing what else Aguirre-Sacasa and Francavilla come up with.  (And I just found out that Sabrina will be appearing in another, “much darker” ongoing series following the success of Afterlife; “much darker” than what we’ve seen so far? Wow.)

Fates Worse Than Death: Flash Gordon (1936)

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A strange planet is moving through the Solar system on a collision course with Earth, Velikovsky-style, bringing meteor showers and global panic with it.  Professor Gordon, stationed at an observatory, receives word that his son, Flash, has postponed his polo game so that he can take a transcontinental flight to return home before (presumably) the end of the world.  While on that flight, Flash (Buster Crabbe) and a female stranger (Jean Rogers) bail out at the same time, just before meteors cause the plane to crash.  They’ve landed near the rocket ship of Dr. Zarkov (Frank Shannon), a scientist (and former colleague of old Professor Gordon) whose plan is to fly to the invading planet and redirect it away from earth.  Needing an assistant, Zarkov coerces Gordon and the young woman, Dale Arden, into the ship.  The three blast off and soon arrive on the mysterious planet.

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The planet Mongo, as it turns out to be, is ruled by Emperor Ming (Charles Middleton), to whom the three are taken as prisoners.  Upon seeing the beautiful Dale, Ming desires to take her for his bride; upon learning that Zarkov built the rocket ship that brought them there, Ming puts him to work in his own laboratory, in order to conquer the Earth instead of destroying it.  As for Flash, his attempts to free his friends awaken Ming’s ire; he has him thrown into the arena to battle three beast men.  Ming’s daughter, Princess Aura (Priscilla Lawson), however, has other ideas, and schemes to keep Flash alive for herself.

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Thus begins the epic, thirteen-episode Flash Gordon, which puts Flash and company into cliffhanging perils that include a flooding underwater palace, fights with fearsome beasts, torture, and even a machine that makes Flash disappear completely.  And did I mention the rays?  In addition to ray guns, there are gravity rays, melting rays, rays that restore health, and an invisibility ray (the explanation for Flash’s previous disappearance, of course).  Throughout the serial, our heroes encounter Shark Men, Lion Men, and Hawk Men, all with their own leaders and complex political relationships with Ming.  (Whatever its crimes against realism may be, you can’t accuse Mongo of being a monocultural “Planet of Hats” in the Star Trek vein.)  Beyond the physical threats, there are shifting alliances and treachery, and all the while Princess Aura plays both sides, helping Flash escape but working to keep him separate from Dale.

Alex Raymond’s comic strip had only been running for two years when Universal Pictures released its serial adaptation in 1936, scripted by Frederick Stephani, George Plympton, Basil Dickey, and Ella O’Neill, and directed by Stephani.  The producer was Henry MacRae, who had been a director of serials since the silent era and knew how to get the most bang for the buck. Although serials were known for their low budgets, Flash Gordon was lavish by comparison (the claim that it cost a million dollars has been disputed, but it is still easy to believe that it was more expensive than the average chapter play); it was the first serial to play in a Broadway movie theater and set the tone for much of the cinematic science fiction that followed.

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It would be damning with faint praise to say Flash Gordon looks good “for its time;” many of the shortcuts taken in its production—the use of stock footage, recycled sets and costumes, and a score cobbled together from previous Universal horror and adventure films—would have been more obvious to viewers at the time than they are now.  Three years after Willis O’Brien wowed audiences with the stop-motion in King Kong, the many monsters that Flash battles are either familiar animals with some outer space bling attached, or small animals filmed against miniature sets to make them appear gigantic—or both, like the dragon-sized finned iguanas that prowl the valley where Flash and his compatriots first land.  The exception is the bipedal papier-mâché dragon with lobster claws that inhabits the “Tunnel of Terror” in Chapter Two; with the addition of horns and a wall of flame, it doubles as the “Sacred Fire Dragon” in Chapter Nine.

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None of that matters, however, as the story unfolds with a swiftness that encourages suspension of disbelief, and a game cast that takes the material only as seriously as it needs to be, but no more.  First among them is Buster Crabbe as the title character, and I think it’s fair to say that Crabbe is ideal for the part.  Like Tarzan (whom Crabbe had also played), Flash Gordon isn’t a role to be acted: it’s a role to be embodied, and Crabbe has the physique (he had been a champion Olympic swimmer, winning a Gold Medal in 1932) and movie-star looks (with hair bleached to match Gordon’s comic-strip appearance) to pull it off.  That’s not to impugn Crabbe’s acting: while he isn’t called on to chew the scenery like Middleton as Ming or John Lipson as the Hawk Men’s King Vultan, he has a natural, unaffected screen presence, perfect for the kind of all-American hero who finds himself at the center of all this craziness.  Crabbe is engaged with the material and never sounds like he’s reciting lines from a cue card (more than can be said of James Pierce as Prince Thun of the Lion Men).

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Flash’s adversary, Ming the Merciless, is played by Charles Middleton, who long specialized in “heavies,” and brings a prickly grandiloquence to the role.  He’s the kind of seasoned actor who can deliver lines like, “Why did not the sacred gong sound the final note which completes the marriage ceremony?” and make it sound perfectly natural.  Ming is one of the great pulp villains, of course, and with his arched eyebrows, pointed beard and mustache, bald head, and long fingernails, he shares a great deal of DNA with that poster child of Yellow Peril racism, Fu Manchu. Like Sax Rohmer’s criminal mastermind, Ming is an invasive force, the perfect stand-in for overseas threats from Europe or Asia (before Pearl Harbor, the pulps and comics often replaced Japan and Germany with their own invented enemies, such as the “Purple Empire” that Operator #5 battled; sometimes such threats were even described as “Eurasian,” covering all the bases).  Hailing from outer space instead of a foreign country, however, Ming has a veneer of plausible deniability that has made it easier to keep him around in later decades. Opposing him, Flash Gordon is the ideal American of the 1930s who doesn’t start fights but isn’t afraid to finish them.

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Beyond his name and visual appearance, Ming embodies the stereotype of the “Oriental potentate,” cruel, decadent, and treacherous.  In the Universal production, Ming entertains himself watching combat in the arena and gaudy choreographic displays (courtesy of Universal’s library of stock footage); the costume of his empire is a mix of spage-age tunics, medieval robes, and Roman centurion armor for the men, and harem outfits for the women. The costumes (and most of the set dressing) are straight from Universal’s warehouses, but the mixture of styles isn’t that far off from Raymond’s comic strip design, which also borrowed freely from distant times and places from Earth’s history.  The question of how people on other planets might dress hadn’t really been settled: when Edgar Rice Burroughs (creator of Tarzan) sent John Carter to the planet Mars, he described the inhabitants as nude, or nearly so.  Artists illustrating his books preserved Earth standards of modesty by draping Dejah Thoris in Roman togas and other stylized garb.  While the comic strip Buck Rogers, which premiered in 1929, gave a more fantastical, futuristic appearance to its space travelers, Flash Gordon was mostly content to be Prince Valiant in space; despite the rocket ships and ray guns, Gordon was often shown fighting with a sword like John Carter.  It’s not for nothing that this genre became known as “space opera.”

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No character in the 1936 production illustrates this better than King Vultan of the Hawk Men.  All the Hawk Men (there are no Hawk Women, near as I can tell) have enormous, feathery wings sprouting from their backs, and wear Viking horned helmets and armor.  With his boisterous laugh and enormous appetites, Vultan is clearly modeled after Henry VIII (he’s even shown feasting on the drumsticks of what I assume is some kind of space chicken, and mention is made of his numerous wives).  However, with his truly over-the-top headdress and the exaggerated pectorals of his breastplate, he looks like Luciano Pavarotti as Brünnhilde in a drag production of Die Walküre.

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I like Vultan, though: unlike the humorless Ming and colorless Kala (King of the Shark Men, who can’t breathe water—I mean, where to even start?), Vultan is the only one who seems to really enjoy his villainy.  He is, however, a strong argument against those who feel that the 1980 feature version of Flash Gordon was too campy compared to the original.  Upon capturing Dale and (inevitably) deciding to wed her himself, he courts her by first terrifying her with his pet “Urso” (a bear painted with badger stripes) and then tries to entertain her by making shadow puppets on the wall.  This guy is all over the place; naturally, he becomes Flash’s ally by the end of the serial.

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And who is Dale Arden but a classic “damsel in distress?”  She mostly screams and faints and exists to be rescued (interestingly, only one cliffhanger actually puts her in danger); she is subjected to mind games by Princess Aura, who convinces her that she must make Vultan believe she loves him, or else he will kill Flash.  The role isn’t the fault of Jean Rogers, who does as much as she can with it and looks great in the part.  In fact, between Rogers as Dale and Lawson as Aura fighting over Flash, it’s not hard to imagine a Depression-era boy at a Saturday matinee developing a sudden, unexpected interest in polo.

An amnesiac Flash Gordon tries to decide between Dale Arden and Princess Aura, the Betty and Veronica of outer space.

An amnesiac Flash Gordon tries to decide between Dale Arden and Princess Aura, the Betty and Veronica of outer space.

And it’s not only for the boys (and their dads): I mentioned Buster Crabbe’s physique, but I didn’t get to how often he appears without his shirt, slick with sweat or bound and tortured.  The sensuality and overt (but still PG) eroticism of the 1980 version weren’t invented from whole cloth.

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When the plot isn’t being moved forward by Ming or one of the other rulers of Mongo, it’s often one of Princess Aura’s schemes that does the trick.  To my mind, she’s the real hero of the story, resourceful, determined, and intense.  No wonder she ends up on the throne at the end, paired up not with Flash but the loyal Prince Barin, who is so exciting and interesting that I didn’t even think to bring him up until now.

What I Watched: Flash Gordon (1936, Universal)

Where I Saw It: It’s on YouTube.  The first chapter is here.

No. of Chapters: 13

Best Chapter Title: “The Unseen Peril” (Chapter Ten)

Best Cliffhanger: “Shattering Doom” (Chapter Seven): Flash, enslaved in King Vultan’s atomic furnace room, has an electric wire attached to his wrist, to kill him instantly if he rebels.  Doctor Zarkov surreptitiously attaches the wire to the handle of Flash’s shovel and instructs him to throw the shovel into the furnace when the time for escape is right.  Flash orders the other slaves to duck behind the safety wall and makes his move, triggering a massive explosion.  Will he get to safety in time?

Sample Dialogue: “Is there no way a man can conquer the sacred orangopoid?” –Princess Aura, Chapter Nine

With a Dry, Cool Wit Like That: “Scared, huh?” –Flash, as he grabs Dale and pushes her out of the airplane in Chapter One

Cheapest Special Effect: As much as I’d like to, I can’t count King Vultan’s shadow puppets, which are certainly odd but aren’t meant to be taken for anything else. Instead, I choose this fellow, the terrifying giant lizard of Mongo:

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Most Embarrassing Costume: I’ve already addressed the costumes in some detail, and while King Vultan’s appearance is certainly memorable, I think I’m going to award this honor to the Hawk Man servant who briefly makes an appearance in a full chef’s uniform in Chapter Six:

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Biggest Cop-Out: Does anyone believe Ming is dead at the end of Flash Gordon?  Even without the knowledge that there would be two sequels, did anyone believe it in 1936?

What Others Have Said: “They were flying over and they were forced down where there was a rocket ready to take off—I mean, if you accept that, you have no problem with anything. If it bothers you that they happened to be flying over a rocket made by Dr. Zarkov, why then, this movie isn’t for you.” –Lorenzo Semple, Jr., screenwriter of the 1980 Flash Gordon feature film

What’s next: In two weeks, join me again for a look at Robinson Crusoe of Clipper Island.

Art Rules (or, “Freedom! Terrible Freedom!”)

You could say I’m a formalist, both in my work and in how I relate to others’ work.  Formalism has often been a term of abuse, implying a concern only for formula without regard to “content,” as if they could somehow be separated.  But I think my previous posts have made clear my interest in the different ways ideas can be organized and expressed, and the layers of meaning that can be suggested by a smart deployment of familiar elements.  Concern for formal elements doesn’t preclude evaluation of ideas and execution as good or bad, nor need it imply a completely intellectual approach by which quality is an objective truth that can be proven one way or the other.

It does allow for some wiggle room, however.  A symphony, a film, or a comic book can be evaluated on its own terms, asking “What is this work setting out to achieve?” and “Does it succeed?”  Does it work within the established boundaries of the medium and genre or seek to challenge them?  Most people nowadays have varied interests, and are accustomed to engaging works of art or entertainment pitched at different levels, adjusting their expectations based on cues within the work itself (or implied by its marketing or venue, which can lead to disappointment or the occasional pleasant surprise if the work doesn’t match expectations).  In this pluralistic environment, we are all formalists, to a degree.

What does this mean to the process of creation?  Is it just a matter of hitting the right story beats or composing four-bar phrases, of Drawing Comics the Marvel Way?  Obviously not, although those are the starting points of craftsmanship as traditionally understood.  When people dismiss stale or soulless formula, it’s often this kind of basic “how-to-do-it” stuff that they’re referring to: “By the numbers.” “Hackwork.”  Sometimes the contempt is richly deserved, and we’ve all encountered enough impersonal, indifferent work to understand that calling something “merely” professional isn’t meant to be a compliment.  It’s one thing to cling to formula, to imitate, when just starting out; it’s quite another when you feel the artist isn’t trying or thinks you’ll be satisfied with the bare minimum.

The reverse, though, can be a search for “originality” with no foundation of technique or (sometimes) knowledge of what has already been done.  And that contempt for “rules” can lead would-be artists to actively avoid formal training: “You don’t learn what you can do in school, you learn what you can’t do.”  “I don’t want to be made to fit into a box.” “I want to be able to color outside the lines.” Et cetera.  Never mind that any artist worthy of the name should hope to graduate to drawing their own lines to color in (metaphorically or otherwise).

So, yes, I’m on the side of discipline, whether it’s channeled by an established institution or developed individually on one’s own. (The point that is often overlooked in this school vs. autodidact debate is that, when you come down to it, all artistic discipline is self-discipline; no one is going to do it for you, no matter where you are.)

As for rules?  Like any other artistic resource, they can be a help or a hindrance, and this is where the formal approach comes in.  Igor Stravinsky’s Poetics of Music contains a famous passage which nails down the problem with unlimited freedom:

The more art is controlled, limited, worked over, the more it is free. . . .  I experience a sort of terror when, at the moment of setting to work and finding myself before the infinitude of possibilities that present themselves, I have the feeling that everything is permissible to me.  If everything is permissible to me, the best and the worst; if nothing offers me any resistance, then any effort is inconceivable, and I cannot use anything as a basis, and consequently every undertaking becomes futile.

For a long time I considered that my mantra, placing sometimes-arbitrary restrictions on my compositions in the name of “structure,” but frequently alternating this approach with an anything-goes, all-inclusive aesthetic.  Thus did I refute Stravinsky!  My guide at this opposite pole was Frank Zappa, who defined his approach as “Anything, Any Time, Anywhere—for No Reason at All,” and who did as much as he could to upend and undermine what he called the “hateful practices” of music.*  Sometimes I found a happy medium between these two extremes, but I caused myself a great deal of trouble by misunderstanding musical rules and how to apply them.

There are negative rules and affirmative rules: rules that say you can’t do something and others that say you must do something.  Unfortunately, the early years of musical training are often filled with the negative kind: don’t have parallel fifths, don’t use retrograde chord progressions, don’t double the leading tone. There are good reasons for all those rules, but it can be awfully restrictive if you see yourself as a loner working outside the system: save those exercises for the sheeple in Theory I—I’m going to do things my own way.  It gets worse when you get into historical counterpoint (in the styles of Palestrina and J. S. Bach), and even Arnold Schoenberg’s twelve-tone system had quite a few “don’ts,” as he originally intended it to avoid tonal implications.  It’s not hard to see why school sometimes seems to be all about NO.

It can also be easy to carry that mindset into composition: sometimes the “don’ts” are merely pedagogical tools, obstacles put in the student’s way to make them avoid the obvious, or to prevent bad habits, and as such they are useful.  Many composers (and other artists) never get past those rules they’ve internalized, turning a brace that was meant to make them stronger into a crutch they depend on.  I’ve spoken to many mature composers who said they still heard their teacher’s voice in their heads when working, but whether they heed or ignore it is part of the decision-making process.  I remember vividly the first time I included a bass drum roll in a composition, something that my first composition professor had discouraged me from doing.  I had a good reason for using it, but it still gave me an illicit thrill—and I had been out of school for eight years!  Composition education, at least in schools, is still very much a one-on-one teacher-student relationship; I don’t know if my remarks apply fully to other disciplines, but I’d be surprised if writers and studio artists didn’t have similar stories to tell.

I might have made smoother progress if I had kept in mind a passage from a few pages earlier in Stravinsky’s book (emphasis added):

Invention presupposes imagination but should not be confused with it.  For the act of invention implies the necessity of a lucky find and of achieving full realization of this find.  What we imagine does not necessarily take on a concrete form and may remain in a state of virtuality, whereas invention is not conceivable apart from actual working out.

An important principal of form that isn’t always obvious is that very often the “rules” of a given work of art are discovered in the process of the “working out” Stravinsky describes.  Rules set out beforehand are apt to be negative: formal boundaries of the sort described in the first passage from the Poetics, and they may or may not fit the material chosen to elaborate.  Rules discovered in the process of creation are more apt to be both affirmative and organically related to the material, leading to the kind of creative freedom that is the goal of all this discipline.  Sometimes the discovery of internal rules is part of a painstaking process at the writing desk or in the studio, and sometimes it takes place on the fly, as in an improvised jazz solo, but either way it comes across to the audience as freshness and spontaneity, in which developments can seem both surprising and inevitable.

As an example, comics writer Alan Moore is known for the tight formal approach and attention to detail he brings to his work; his discovery of the guiding principles he would apply to Watchmen (in collaboration with artist Dave Gibbons) is worth quoting at length (from an interview with Tasha Robinson):

I was writing the opening pages [of Watchmen No. 3] and, as is my custom, making tiny little thumbnail sketches to actually be able to envisage what the page would finally look like when it was drawn. I had two or three strains of narrative going on in the same page. I had a truculent news vendor giving his fairly uninformed commentary on the political state of the world, the likelihood of a coming war. Across the street, in the background, we have two people fixing a radiation sign to a wall. Sitting with his back to a hydrant near the news vendor, there’s a small boy reading a comic, which is a pirate comic. And I think while I was doodling, I noticed that an extreme close-up of the radiation symbol, if you put the right sort of caption with it, could look almost like the black sail of a ship against a yellow sky. So I dropped in a caption in the comic that the child was reading about a hellbound ship’s black sails against a yellow Indies sky. And I have a word balloon coming from off-panel, which is actually the balloon of the news vendor, which is talking about war. The narrative of the pirate comic is talking about a different sort of war. As we pull back, we realize that we’re looking at a radiation symbol that’s being tacked to the wall of a newly created fallout shelter. And finally, when we pull back into the beginning, into the foreground, we realize that these pirate captions that we’ve been reading are those in the comic that is being read by the small boy. . . . But, like I said, it was purely while I was scribbling, doodling, writing bits of dialogue and crossing them out that I suddenly noticed these possibilities for things that could be done in a comic and nowhere else.

Thus, Moore and Gibbons developed a visual language in which images are paired, never standing for only one thing, but in relationship with other ideas.  The use of mirrors, symmetry, and double meaning became the underlying formal principle.  In another interview, Moore discusses his series The League of Extraordinary Gentlemen, which brought characters from nineteenth-century fiction together in a single narrative continuity:

Round about the second issue, I suddenly thought ‘Hey, what if I did this so that any character that’s mentioned by name had got to be a real character from fiction?’ . . . Well, a genuine character from fiction, someone that has existed in other people’s work. And I think that it was when, possibly in the first issue, where I suddenly got to a bit where I realized that I’d got Emile Zola’s Nana being killed on the Rue Morgue by Mister Hyde, I thought, well, ‘This is great! This is going somewhere!’

The relevant point here is that in both cases the rules Moore set for himself, discovered in the process of creation, are affirmative, opening up possibilities rather than closing them off.  They set up challenges, but ones that require invention and creative thinking to overcome.  In the language of improv theater, such rules are the equivalent of “Yes, and . . . “ rather than the “NO” that often comes to mind when the topic of rules comes up.

To bring it back to the audience, does it help to be aware of such processes when reading, watching, or listening? I think it does, but I’ve already revealed myself as someone who geeks out over these things.  Not everyone wants to dig so deeply into their entertainment, and that’s fine. Despite appearances, I’m actually a strong believer in the “gut reaction:” it’s okay to like or dislike something without preparing a thesis about it or reading volumes of background to appreciate it.  Sometimes things just strike us a certain way, and the surface is as legitimate a layer to interact with as any other.  In some cases all that formal scaffolding is for the benefit of the artist, and a façade is erected to hide it from the public.  There’s something to be said for both the “holistic” and “granular” approaches to art—but I think I’ll leave it for another post.

* It is now widely known that Stravinsky wrote very little, if any, of the Poetics published under his name.  Indeed, as Richard Taruskin notes, Stravinsky had a life-long relationship with ghost-writers, and in any case Stravinsky’s public comments were often deliberately misleading, as if to throw armchair analysts off the scent.  Similarly, Zappa (for whom Stravinsky was an important influence) frequently downplayed the rigorous structure of his own compositions, preferring to be seen as an audacious prankster and provocateur. My struggle to reconcile these contradictory teachings was, in part, the price of reading too much at a young age and taking it all at face value.

The Force in Four Colors: Revisiting Marvel’s Star Wars

Recent news that the license to publish Star Wars comics would shift from Dark Horse to Marvel in 2015 probably didn’t come as a surprise to anyone: now that both Lucasfilm and Marvel are under the umbrella of Disney, it was only a matter of time before corporate synergy asserted itself.  Already, Disney-owned properties such as the Muppets, Darkwing Duck, and the Pixar characters have been withdrawn from licensee Kaboom! (not all of them to reappear at Marvel, at least so far).  It’s too bad: Kaboom! publishes some of the best comics for children around, and their books were clearly being written and drawn by creators with knowledge of and affection for the characters.  Still, it makes business sense for Disney to consolidate its holdings, now that it has film, animation, and comic book outlets at its disposal.  I don’t blame them at all; I’m sure it was part of their plan in acquiring those companies in the first place.

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The news has stirred up memories of the often-wacky Marvel Star Wars line that ran from 1977 to 1986, and there have been a lot of jokes at Marvel’s expense.  Heck, I’ve sprinkled Twitter and WordPress with my share of comments about the Zeltrons, a race of pink-skinned empaths whose sexual openness was often a source of comic relief (and pinup-worthy cheesecake) in the series.  No one would deny that Marvel’s version of George Lucas’ science fantasy epic is more remembered for six-foot tall green rabbits, horny pink-skinned aliens, and a seriously off-model Jabba the Hutt than for its merits, especially in comparison to the more straight-faced Dark Horse run.

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Although some of Marvel’s contributions to the Star Wars canon have been picked up and used by others (including the Zeltrons, actually), its run was compromised by its publication alongside and in between the release of the original trilogy’s films.  Before Star Wars (sorry, A New Hope) was released, Marvel was already publishing its six-issue adaptation, including scenes that were cut from the final film: most notably Luke’s conversation with Biggs on Tatooine and Han Solo’s confrontation with a very different-looking Jabba the Hutt in Mos Eisley.  The yellow-skinned, humanoid version of Jabba would appear a couple of times in the comics, until he officially disappeared from existence, replaced by the slug-like Jabba of Return of the Jedi.

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To be fair, it can’t have been easy for the writers (including Roy Thomas, Archie Goodwin, and Mary Jo Duffy, among others) to spin stories out of a saga that wasn’t completed yet: the challenge was to give readers more of what they loved in the movies without deviating too far from formula or accidentally contradicting or giving away plot twists planned for the sequels (plot twists that were generally secret–Marvel’s editors wouldn’t always know they had crossed the line until it was too late).  Particularly between The Empire Strikes Back and Return of the Jedi, writers were tasked with providing the illusion of change so familiar to readers of superhero comics: Han Solo could not be freed from his carbonite imprisonment, although many issues were dedicated to attempts to rescue him; Darth Vader was off the table, so there could be no answer to the question: was he Luke’s father?

Some of the weirdness in Marvel’s version was also due to the relationship between licensor and licensee at the time.  In those days there was simply not the expectation that film and comics be a seamless continuity: comics were exercises in brand extension, ancillary revenue streams, not sacred texts.  To a large degree, the comics’ writers and artists treated the Star Wars universe as just another sci-fi/fantasy playground to be filled with weird landscapes and monsters (one story arc was repurposed from unused John Carter, Warlord of Mars artwork).  Remember, this was from the same decade as Jack Kirby’s adaptation of 2001: A Space Odyssey and Whitman’s adaptation and continuation of The Black Hole.  Making up and adding material was thought of as giving good value to the reader.  Star Wars and its Expanded Universe would be a major influence in shaping fans’ expectations of continuity across all media, but that tighter approach didn’t emerge overnight.

Still, before I was a Marvel kid I was a Star Wars kid, and the latter was a big reason for the former.  I remember vividly the discovery that piqued my interest: in the box of comics I shared with my sister (about which I’ve written previously), I discovered a copy of Star Wars number 18, missing its cover.  This was the first issue of a major story arc in the early days of the series, the “Wheel” saga, named after a huge space station-bound casino that is the setting of the action.  I didn’t know that at the time (1982 or ’83, I would guess), and it would be a few years before I was able to read the “Wheel” arc in its entirety.  What captivated me was the idea that the characters I knew from the movies were having entirely separate adventures in these comics.  I tended to accept anything official-looking as gospel, so I had no trouble accepting the legitimacy of Marvel’s version (although Carmine Infantino’s square-jawed rendition of Luke Skywalker looked more like He-Man than Mark Hamill).

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For the first time, I became a regular comic buyer, actively looking for new issues on the stands and seeking out back issues to fill in my collection.  Jumping into the series, there were many unfamiliar characters and references to previous adventures from the comics.  I had a lot of catching up to do.  I didn’t live anywhere near a dedicated comic book store, so I relied on trading with friends and mail order: the biggest comic book purchase of my childhood, in fact, was an order for all the Star Wars issues that were available from one of Mile High Comics’ summer sales. Mile High’s yellow two-page ads were once a common sight, and the summer sales were the best, unloading comics for 25 or 50 cents apiece.  It helped that, aside from the first few issues, Star Wars had never been terribly sought-after or valuable, and at most they were only a few years old.  The day the box arrived in the mail with forty issues or so—far from a complete run, but more than I had ever read at once and including many gems—I holed up in my room and immersed myself in “a galaxy far, far away.”  It would be the first of many long afternoons delving into another world through comics.

One of the things I liked about the comics, and which still holds up today, was the focus they were able to bring to individual characters.  Many issues were solo adventures, or featured groups of only two or three characters working together in ways that the epic scope of the films didn’t always have time for.  In the comics you could observe Princess Leia as a diplomat waging high-stakes games of cat-and-mouse with Darth Vader and the Empire (in “The Third Law”); Luke Skywalker’s role in the Rebellion’s space fleet could receive more attention; Han Solo, and later Lando Calrissian, could be shown in their element as smugglers, gamblers, and “scoundrels” (in flashback, of course).  In essence, the Star Wars universe could support stories of action-adventure, espionage, horror, romance, and even comedy, much as the Expanded Universe still does today.  It made sense: the movies were themselves indebted to many different genres, including the science fiction serials of the 1930s and ’40s; Westerns; World War II aerial dogfights; and the samurai films of Kurosawa.  It was only natural for the comic book adaptations to continue in that spirit and flesh out elements that could only be implied on film.  Not all of the stories worked, and not all of the original characters fit into the Star Wars aesthetic, but I still remember them fondly, from the “Wheel” saga to the the twisty, long-running story of Shira Brie, to the many, many attempts to rescue Han Solo.

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After Return of the Jedi, the Marvel series continued without much apparent purpose, introducing its own villains (the Nagai) and tying up threads from the comics.  The writing was on the wall.  I was a faithful reader until the end, but I couldn’t disagree with the decision to cancel the series after 107 issues: it had become a shadow of its former self, and by that time I had gotten hooked on Marvel’s superhero offerings.

I didn’t spend much time reading the Dark Horse series–I guess I was still a Marvel kid at heart–but from what I could see the quality was good, and they made a lot of smart decisions.  Unlike the Marvel series’ focus on the main characters of the film trilogy (understandable, but ultimately limiting), Dark Horse was able to flesh out the Old Republic and other settings within the Star Wars universe.  They even obtained the rights to the Marvel run and released it in a handsome series of trade paperbacks, a fitting tribute to an imperfect but often richly entertaining saga, and a challenge to the assumption that everyone involved would rather forget it existed.  With the distance of time, new and old readers alike can approach these adaptations, see that there was more to it than green rabbits, and make up their own minds.

(Images from Wookieepedia, the Star Wars Wiki)

Points of Connection, Part Four: Mirror Universes

One of my favorite scenes involving the Squadron Supreme is in Mark Gruenwald’s follow-up to the SS miniseries, the graphic novel Squadron Supreme: Death of a Universe.  In Death, a mysterious growing blot threatens to erase the entire universe, a danger that brings former enemies together for the sake of survival.  Dr. Emil Burbank, alias “Master Menace,” who has been established as the Lex Luthor to Hyperion’s Superman (although his armor makes him look more like Dr. Doom—this is still a Marvel book, after all) volunteers to travel forward in time in order to develop a solution using the future era’s advanced technology.  (It’s one of many possible futures; as one character points out, the universe they’re in may not have a future.)  Nearly an hour after his departure, his time machine returns.  Burbank steps out, an old man: he has spent fifteen years of intense labor in the future perfecting his device.  Hyperion is shocked at the sacrifice his old enemy has made.  “At last he treats me with the respect one of my stature is entitled to!” thinks Burbank.

From Squadron Supreme: Death of a Universe, art by Paul Ryan and Al Williamson.  Source: Comic Book Resources.  Brian Cronin was struck by the same scene as myself.

From Squadron Supreme: Death of a Universe, art by Paul Ryan and Al Williamson. Source: Comic Book Resources. Brian Cronin was obviously struck by the same scene as myself.

It’s a little too on-the-nose, but it’s of a piece with Gruenwald’s interest in illuminating the relationships between comic book archetypes.  It’s also, in a way, a rare moment of understanding between two antagonists; comic book narratives depend on direct conflict, and have historically placed emphasis on action, not détente.  It’s clear that Master Menace is acting from self-interest as usual, but he also seems intrigued by the possibility of playing hero, if just this once.  If we accept the notion that villains are most compelling when they reveal something about the hero*, it suggests that what Hyperion and Master Menace share is both a higher purpose and a natural superiority to others (why deny it?), but in Burbank’s eyes only Hyperion has received the acclaim he deserves.  Burbank has had to work for his success, and has seen his ambitious visions thwarted (usually by Hyperion, obviously), but all Hyperion has to do is flex his muscles and punch a few bad guys and he is universally beloved.  What Master Menace really wants is to be seen as a worthy opponent instead of just another criminal, to have his greatness recognized.  I’m probably reading some of the shared history of Lex Luthor and Clark Kent into this scene, but isn’t that the point? (For a similar take from the villain’s point of view, see Dr. Horrible’s Sing-Along Blog.)

Although they aren’t cast as hero/villain, Jason Nesmith (Tim Allen) and Alexander Dane (Alan Rickman) have a similar dynamic in the 1999 film Galaxy Quest.  Bound together by their roles on the long-cancelled television series of the same name, as “Commander Peter Quincy Taggart” and “Dr. Lazarus” respectively, Nesmith relishes the adulation of fans and the chance to relive his glory days as the boyish, heroic starship captain, while Dane mourns that a classically-trained Shakespearean such as himself has become trapped in a one-dimensional, prosthetic-forehead-wearing role defined by a single catchphrase: “By Grabthar’s Hammer. . . .”  To Dane, Nesmith is a hammy showboat; to Nesmith, Dane is a snob who needs to lighten up.

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Of course, it’s immediately obvious that “Nesmith/Taggart” is William Shatner playing James T. Kirk, and “Dane/Lazarus” is Leonard Nimoy as Mr. Spock, and indeed the entire setup, from the canceled cult TV show to the easily mocked conventions, is a pastiche of Star Trek and its real-life fandom.  An early moment in the film, when Nesmith lashes out at his fans, snarling “It’s just a television show,” is undoubtedly inspired by the well-known Saturday Night Live sketch in which William Shatner tells his fans to “get a life;” Dane’s self-loathing is a comic exaggeration of Nimoy, who was so famously ambivalent about his best-known role that he published two autobiographies, one called I Am Not Spock and, twenty years later, I Am Spock. Galaxy Quest gets a lot of story across in a short amount of time because we already know its premise and characters in broad outline, and the casting adds more layers to the joke. Rickman surely knew a thing or two about lending his theatrical gravitas to B-movie genre roles; Gwen DeMarco (the eye-candy communications officer Tawny Madison, whose job is to repeat everything the computer says) is played by Sigourney Weaver, Ellen Ripley herself; Sam Rockwell plays Guy, the unnamed crew member terrified he’ll be as expendable as Star Trek’s “red shirts;” my favorite is Fred Kwan (Tech Sergeant Chen), who admits Kwan isn’t even his real name, played by the Lebanese-American Tony Shalhoub (himself frequently cast in Italian, Arab, or Russian “ethnic” roles).

It’s a testament to the strength of the performances and the attention to detail that the pastiche works as a commentary on Star Trek without descending into simple parody.  As the story unfolds, with the cast of the TV show mistaken for actual space explorers and drafted into an alien war**, there are stakes, and there is character growth; there are jabs at cheap sets, formulaic writing, and rubber masks, but they are, in a sense, coming from inside knowledge, an elbow nudge from one fan to another.  The writers and director clearly have an affection for the subject, and like fans everywhere have earned the right to point out the more risible aspects of the show without giving up the reasons they fell in love with it in the first place.

It’s also hilarious.  Based on the films that have already been made, it would seem to be difficult to make a humorous science fiction film, at least one in which the comedy and science fiction elements are given equal footing.  Sure, humorous elements have been present in written science fiction almost since the beginning, Fredric Brown being an early practitioner, but when it comes to putting fantastic visions on celluloid, there has historically been a divide between the self-seriousness of sci fi and the tendency of TV and movie comedians to deflate, to tear down artifice (or at least there was through much of the twentieth century; a balanced combination of comedy and genre elements isn’t quite the rarity it was in 1999).  Galaxy Quest finds a lot of its humor in the backstage bickering and self-delusion of actors, as well as lazy writing that amps up tension at the expense of believability (like the self-destruct timer that only stops at 0:01, or ridiculous obstacle courses that would be safety hazards in a supposedly utilitarian spaceship***).  The phoniness on display is that of show business in general, not science fiction specifically.  When the film finally turns its attention to cheesy special effects, usually the lowest hanging fruit for satire, it’s the deepest moment of pathos, a point of complete disillusionment.

One thing Galaxy Quest doesn’t do is so much as whisper the names Star Trek, Kirk, Spock, Enterprise, Klingons, or anything else that would tip us off; you either get it or you don’t.  Doing so wouldn’t just throw the pastiche into relief as a copycat (who would ask for Brand X when they could have the real thing?), it would rob it of the superlative element that, as I’ve said, is an important element of this kind of storytelling.  It’s one thing, for example, to create a fictional Senator, astronaut, car company, or NFL team, and have them mingle with real-life figures: in that case, they are part of a class, and adding one more doesn’t change things too much.  Cultural objects like television shows or books, however, are trickier: they generally occupy niches from which they must be displaced, not simply added to.  One would think this is obvious, but it happens all the time: Aaron Sorkin’s Studio 60 on the Sunset Strip, a behind-the-scenes look at a distinctly Saturday Night Live-like sketch comedy show, had a lot of problems, but an easily avoided one was constant mentions of Saturday Night Live. If, in the show, Studio 60 was such a groundbreaking program, what was SNL?  In Mike Carey’s ongoing comic book series The Unwritten, Tom Taylor is the unwitting star of a series of fantasy novels clearly based on the Harry Potter series, the success of which is an obvious point of inspiration.  The originality and influence attributed to the Tommy Taylor series is undercut, however, by references to Harry Potter and its author, J. K. Rowling.  It comes down to the old problem of a work-within-a-work having to live up to the claims characters in the story make for it: it’s easier to suspend disbelief if we can imagine the work standing in for something we already know to be successful, but if we’re confronted with both the original and the pastiche existing within the fiction, how can the pastiche not seem like a pale imitation?

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Finally, Galaxy Quest connects to Star Trek through the moral division of its characters: Star Trek confronted this literally with the Mirror Universe (“Mirror, Mirror”), a parallel world full of evil versions of the Enterprise crew, very much in the spirit of the Crime Syndicate of America or Squadron Sinister.  In Galaxy Quest, the division is internal: the actors aren’t evil, but fallible, and the doubles they must face are the heroic characters they play and for whom they are mistaken.  Nesmith, who loves playing the hero, is forced to bear the burdens of leadership and consequences that real leaders face, and is forced by circumstance to admit that it’s all fake; Dane, who already feels like a fraud playing the one-dimensional Dr. Lazarus, comes to realize how much he has meant to his fans, and embraces his role.  Interestingly, it is the villain, General Sarris, who articulates the themes of theatricality most clearly: despite his reptilian appearance, he is more human in temperament than the literal-minded Thermians.  It is Sarris who immediately grasps that Nesmith and his crew are actors, and forces him to explain it to the Thermian leader “as you would a child.” The final role-reversal occurs when Sarris accuses the actors of “playing war,” and Nesmith, fully embracing the role of Commander, tells him “It doesn’t take a great actor to recognize a bad one.”  Ultimately, Galaxy Quest redeems its characters by showing that, as ridiculous as they may be, audiences believe in them, perhaps not literally like the naïve Thermians, but as ideals.  It’s that optimistic spirit that most closely unites Galaxy Quest to its model.

* Batman is generally thought to have the best rogue’s gallery because the villains mirror Bruce Wayne/Batman’s qualities in distorted ways: the Joker reflects Batman’s psychosis, and his reaction to tragedy is to use violence and pranks to unravel the social order Batman strives to uphold; the Riddler mocks Batman’s pretensions as the Great Detective; the Penguin is the plutocratic face of Bruce Wayne’s inherited wealth; Two-Face is as divided as Wayne/Batman, but in an unmistakably public and troubled way, and so forth. (These observations are indebted to Richard Reynolds’ Superheroes: A Modern Mythology and Geoff Klock’s How to Read Superhero Comics and Why.)

** The element of mistaken identity in Galaxy Quest is a standard comic trope, of course, and the specific element of actors mistaken for the roles they play is as old in film as To Be or Not to Be. Galaxy Quest’s basic plot had already been used in Three Amigos and A Bug’s Life, but recognizing the similarity doesn’t ruin the enjoyment.  As with all the pastiches I’ve discussed (or Campbell’s monomyth, or any analytic framework that reduces works to an underlying recurrent pattern), the pleasure is in how the story unfolds rather than recognition of the universal pattern: we first attend to the surface, the specificity of this story, and can then proceed to the middle ground, where comparisons can be made between competing realizations of the underlying myth.

*** A trope still in use, by the way: “chompers,” or some variation, show up in the Star Wars prequels and in the revived Doctor Who series, to cite examples off the top of my head.

Points of Connection, Part Three: Invasion of the TV Doppelgangers

Of course, sometimes less is more: a few carefully selected details can tell us everything we need to know about a character, especially in the visual media of comics or film.  At the very least, putting a familiar character in a new uniform with a new name can work wonders, creating a “reskinned” version of the known character, to borrow a metaphor from video games.  The Justice League are suggested visually in Planetary and The Authority; numerous pulp and comics figures are recognizable in Planetary, and entire worlds where costumed heroes are the norm are presented in works such as Astro City, Top 10, and The Venture Bros.: our escapist fantasy is their day-to-day, and naturally there are connections to familiar characters, sometimes played straight and sometimes distorted like the reflections in a funhouse mirror.

Unnamed Justice League doubles, from Planetary No. 1; art by John Cassaday

Unnamed Justice League doubles, from Planetary No. 1; art by John Cassaday

It can be most fascinating when only a hint is given: Berthold, Albrecht, Adolphus, and Gustavus, the companions of Baron Munchausen (themselves a sort of 18th century superhero team) have little backstory or individuality beyond their extraordinary abilities, but I was captivated by them after seeing Terry Gilliam’s 1988 film. Berthold is the fastest man alive (literally faster than a speeding bullet), to the point that he is shackled to a pair of iron balls to keep him in place; Albrecht is a gentle giant, possessed of great strength; Adolphus is the hawkeyed marksman; Gustavus has incredible hearing and can exhale gale-force winds (two abilities that don’t appear related on the surface, but there is a poetic rightness to their pairing). The simplicity of their characterization is tied into their superlative abilities: comic book and fairy tale narratives alike depend on simple, clearly defined characters, who are often boiled down to the pure essence of whatever they are.  Being well-rounded isn’t required, particularly for those in supporting roles.  Munchausen’s companions compare well to Doc Savage’s team of experts or any other team where diverse abilities and personalities are subordinated to a strong leader who can bind them together.

The best example of the power of suggestion is probably the bounty hunter Boba Fett, a “gadget antihero,” whose cool uniform and badass swagger (as has been pointed out many times before, his bona fides were instantly established with two words from Darth Vader: “No disintegrations”) sparked the imagination of Star Wars fans everywhere when he appeared in The Empire Strikes Back.  Even his ironic, thoroughly non-badass fall into the Sarlacc pit in Return of the Jedi took little shine off his reputation.  Sadly, his origin, as established in the prequel trilogy, has only served to deflate his mythic status (along with everything else in the Star Wars universe).  Sometimes it is really better not to reveal too much.

I mean, just look at him.

I mean, just look at him.

Television has developed its own conventions for doubles, for reasons unique to the medium.  It’s very common for procedurals like Law & Order and political dramas like The West Wing to fictionalize real-life individuals, with L & O especially prone to using cases that are “ripped from the headlines.”  In addition to the changes of names and inessential details involved, the casting of actors signals the added layer of unreality to the audience: like the use of superhero pastiches, it allows the writer the freedom to embroider or change facts (especially important considering the need to wrap up a criminal case every week, as opposed to the sometimes murky and prolonged real-life cases they’re based on).  Indeed, it’s only one step removed from casting a role in a biopic or docudrama, or impersonating a public figure on Saturday Night Live.  In an era where celebrities, politicians, and other public figures are familiar to audiences through their television appearances, the replacement of one heavily mediated figure with another can be accepted without batting an eye.

Animation is fertile ground for the kind of doubling seen in the comics: it is a visual medium limited only by the imagination of the artists, and most animated shows draw on genres and conventions related to the comics: superheroes, fantasy/science fiction, adventure, and humor, all of which benefit from bold designs and clear characterization based on stock types—in other words, the domain of the archetype and the doppelganger.  Animation does add a layer unavailable to the comic book, however: voice acting.  Just as in the thinly fictionalized cases of L & O, the presence of a familiar actor (even if in voice only) can cue the audience to similarities between characters.  For example, TV’s longtime Batman Adam West lent his voice to the Squadron Supreme’s Nighthawk on an episode of Super Hero Squad Show (“Whom Continuity Would Destroy!”), a not-so-subtle nod to Nighthawk’s model (and one in a long string of self-deprecating turns by West).  Likewise, Kevin Conroy (the voice of the title character on Batman: The Animated Series) appeared as  Captain Sunshine (a character superficially resembling Superman, but whose mansion and relationship with his “ward,” Wonder Boy, clearly parodies the homoerotic subtext often attributed to Batman’s relationship with Robin, the “Boy Wonder”) on The Venture Bros. (“Handsome Ransom”).

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Comedies, however, have really taken the doppelganger concept and run with it in the last decade: it fits perfectly with the self-referential, metatextual idiom that took hold in the 1990s with The Simpsons and Seinfeld, and came to fruition with programs such as Spaced, Arrested Development, and CommunityThe Simpsons had its Shelbyville, a mirror version of hometown Springfield, complete with doppelgangers of the main cast (in the episode “Lemon of Troy”).  On Seinfeld, when Elaine started hanging out with Kevin, referred to as “Bizarro Jerry” in the episode of the same name (a reference, of course, borrowed from Superman’s mythos), she found herself at a different coffee shop and with a group that resembled Jerry, George, and Kramer.  (The fact that Bizarro Jerry and his friends were generous and considerate, of course, ultimately excluded Elaine from their company: she didn’t fit in with them.)  Since then, there is hardly a single TV comedy from the last ten years that hasn’t played with the idea of a character or group that mirrors one or more of the main characters.

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A theme that runs through many of the examples I’ve cited is one of maturity, even senescence, looking back and reevaluating the follies of youth (the youth of a medium, its characters, or its audience, it makes no difference), what Geoff Klock calls the revisionary narrative. In Gilliam’s film, Baron Munchausen revisits the scenes of his youthful adventures, getting his servants together and confronting the results of his earlier decisions.  The screwed-up lives of professional adventurers and the way their dysfunction is passed from generation to generation is a primary theme of The Venture Bros. (In Gilliam’s film, Berthold was stranded in a cage on the Moon for twenty years after being abandoned by the Baron; Dr. Jonas Venture similarly left trusted companions, experimental subjects, and dangerous inventions behind in the Venture Compound, messes his son Rusty has had to deal with throughout the series.)  And of course, the characters in Watchmen are dominated by the past, ruminating on it, trying to get past it or relive it, digging up skeletons that are better left buried.  Nostalgia, regret, and loss of potency figure in all three narratives.  (Still, I don’t want to overlook the enormous pleasure I get from these stories: even Watchmen, which I wouldn’t exactly describe as “fun,” is exhilarating on account of its ambition and technical achievement.  It has the uplifting quality of a great tragedy instead of just being a giant bummer.)

Special thanks to Matthew Grenier and Adam Byers for helping me sharpen some of my arguments and pointing me toward some examples I hadn’t thought of.  Of course, my wrong-headed conclusions are all my own, and the only blame they deserve is for encouraging me.

Next, I’ll examine pastiche writ large, and a counterexample: Galaxy Quest and Escape From Tomorrow.

Points of Connection, Part Two: A is A . . . or is it?

What can one say about Watchmen that hasn’t already been said?  Since its initial publication in 1986-87, more ink has been spilled about the graphic novel by writer Alan Moore and artist Dave Gibbons than probably any other modern comic book narrative. It’s been named as one of the greatest (defined as most artistically accomplished, most influential, or most successful—take your pick) comic book projects in history, and even one of Time magazine’s Top 100 Novels, period.  Since the release of Zack Snyder’s 2009 film adaptation and DC’s decision to publish the Before Watchmen prequel books in 2012, there has been even more commentary and debate. I don’t intend to add more to the pile of Watchmen verbiage outside of the narrow scope I established in my last Medleyana post: the use of doppelganger characters.* Alan Moore’s influence on the mainstream has lessened as his projects have become increasingly idiosyncratic in recent years, but it is impossible to discuss the reworking of characters and the exploration of archetypes without bringing him up.

Watchmen is probably the best-known use of pastiche on a grand scale in comics. Originally, Moore meant to write his story about characters from the Charlton publishing company, which had been acquired by DC; after DC decided those characters could be profitably relaunched within DC’s established continuity, they were off the table, and Moore chose to create new characters along similar lines: the Blue Beetle became Nite Owl, the Question became Rorschach, and so forth.

Here’s where it gets interesting: as established previously, an intertextual double (a misprision, in poetic terms) follows the same broad outlines as the original, but is a character in itself, independent of its source.  Points of connection between the two are also points of departure: in other words, the double is only beholden to the original up to the threshold of reader recognition (for purposes of commentary) or satisfying the needs of a given character type (for narrative purposes); after that, they are effectively a blank slate, just like any other original character.  The difference between an effective analogue and a ripoff, then, has nothing to do with “originality” (a much overestimated quality, and especially meaningless in such a codified genre as the superhero), and everything to do with the creator’s success in infusing him or her with convincing motives and actions.  If a character would live, it must have the spark of life: nothing else matters.  (I’ve alluded to the writer’s role in crafting a convincing character, and that is just as true for “original” characters as doppelgangers, of course.)  For Moore, whose entire purpose was to establish a psychological realism to a degree that had only been spottily attempted in the superhero narrative previously, the inner life was a given, but for the achievement to have impact, the characters would also have to resonate as plausible superheroes.**  The Charlton stable were important models, but Moore and Gibbons also drew on the broader common property of superhero archetypes and the visual tropes of costume, accessories, and even the illustration styles of pulp novels, comic books, and advertising art in order to create a convincing, lifelike world, divergent from ours but believable nonetheless.

To cite an example from Watchmen, I had little familiarity with Steve Ditko’s severely moralistic vigilante the Question, or his follow-up character, the even more stringent Mr. A (whose uncompromising slogan, “A is A!” was taken directly from Ayn Rand’s Objectivism), when I first read the graphic novel.  Still, Rorschach is a clear enough character type: a vigilante with a moral code so strict that no one can live up to it, with equal contempt for criminals, their victims, and even other heroes if they aren’t willing to go as far as him.  The details that Moore invents for Walter Kovacs, Rorschach’s alter ego, speak to Watchmen’s interest in both the social problems and individual psychoses involved with superheroics: childhood sexual trauma, a connection to the infamous Kitty Genovese murder, and of course the horrific crimes that sped along Kovacs’ psychotic break.  One doesn’t need to know Ditko’s original characters to appreciate the drama, but it adds some intertextual depth (if anything, reading some of Mr. A’s cases show how little Moore had to exaggerate Rorschach’s ruthlessness and black-and-white morality).

The Question dons his mask; art by Steve Ditko

The Question dons his mask; art by Steve Ditko

Origin of Rorschach's mask; art by Dave Gibbons

Origin of Rorschach’s mask; art by Dave Gibbons

Likewise, I was familiar with the Blue Beetle from his introduction into DC continuity rather than his original Charlton adventures, but I didn’t immediately connect him to Nite Owl when reading Watchmen: he too is a familiar type, a “gadget hero” like Batman (or, to a lesser degree, Iron Man).  Within the narrative, Dan Dreiberg is actually the second Nite Owl, borrowing his name and persona from a Golden Age model, Hollis Mason (the first Nite Owl, representing both the ideals and the institutional memory of the original costumed heroes).  This pattern was true of the Blue Beetle, but also of characters such as Green Lantern and Hawkman who had very different Golden and Silver Age incarnations.

Watchmen also benefits from an important opportunity afforded by pastiche: the ability to replace the ad hoc jumble of origins and histories typical of established continuity with a streamlined history that both gives all the characters a common point of reference and allows for meaningful points of connection between them that goes beyond the simple “team-up.”  Although, as Geoff Klock points out, Moore has in many cases deliberately introduced the kind of contradictory history that plagues long-running comic book series into his original stories, in Watchmen he plays it straight, with his “real-life” costumed heroes taking inspiration from fictional comic book characters, and eventually supplanting them.  As for points of contact, in addition to the obvious shared history between them, there are subtle connections: the shape-shifting cloth which Rorschach wears as a mask, and from which he takes his name, is referred to as a spin-off of technologies introduced by Dr. Manhattan, the only truly superhuman character in the novel; other technologies and businesses mentioned are part of the empire of Adrian Veidt, the “self-made” superhero Ozymandias (and a major driver of the plot).

Film adaptations of superheroes often make connections where none exist in the comics in order to tighten up the plot, as for example the Joker/Jack Napier being identified as the killer of Bruce Wayne’s parents in Batman, or Ra’s al Ghul serving as both Wayne’s mentor and eventual antagonist in Batman Begins. Such circularity is more dramatically satisfying, and easier to establish, in a two-hour film or self-contained novel, although asserting such symmetries can be one function of rebooting or “retconning” an established series.  As an example from another narrative, when J. Michael Straczynski rebooted the Squadron Supreme for his 2003 series Supreme Power, he started from the ground up, effectively creating a “trope of a trope:” in Straczynski’s version, the escape pod that brought “Mark Milton” (Hyperion) to earth as an infant was part of an alien battle, the shrapnel from which also gave powers to the Blur (a trope of the Flash, replacing the original Squadron Supreme’s Whizzer, because really: the Whizzer?) and provided the “Power Prism” to Doctor Spectrum (a trope of Green Lantern, here reconceived as a special ops pilot nicknamed “Doctor” because of the surgical precision with which he executes his missions); some of the villains Hyperion faced were created through government experimentation with his own DNA.***  The reboot/misprision allowed Straczynski to focus on the elements that most concerned him: instead of the Squadron imposing its rule in the name of the greater good, as in Mark Gruenwald’s narrative, the Squadron are tools of a shadowy, not always benevolent government that doesn’t reveal its purposes to its super-military (as exemplified by Mark Milton’s upbringing by government operatives instead of Ma and Pa Kent), the expression of a twenty-first century anxiety that remains as relevant as ever.

The two incarnations of the Squadron Supreme by Alex Ross (l) and Gary Frank (r). Source: I love comic covers

The two incarnations of the Squadron Supreme by Alex Ross (l) and Gary Frank (r). Source: I love comic covers

Next time, I’ll examine a few examples from movies and television.

* But for the record, I liked Moore’s original “space squid” ending, and I think it could have worked on film if it had been reconceived in cinematic terms by a director more concerned with duplicating the feel than the look of the book.  How terrifying—and believable—could Peter Jackson or Sam Raimi have made that ending?

** Interestingly, Moore and Gibbons have stated that Mad‘s parody “Superduperman” was an influence on their approach, revealing depravity and greed beneath the slick costumes.  It’s not uncommon for transgressions that are comical to one generation to be taken seriously and developed in earnest by the next.

*** Marvel attempted something similar with its “New Universe” line in 1986, sort of the flip side of DC’s unification of its universe, and showing that it isn’t easy to build a compelling narrative world from scratch.

Points of Connection, Part One: the Many Children of Krypton

Hyperion.  Supreme.  The Sentry.  What do these characters have in common?  All are doppelgängers, or doubles, of Superman, and not just in the sense that all costumed heroes descend from the Big S, or in the debt they all owe to Philip Wylie’s Gladiator and Friedrich Nietzsche’s Übermensch, nor even in their monomythic relation to Joseph Campbell’s Hero With a Thousand Faces.  Rather, they are thinly veiled copies, different enough in detail to escape litigation (or avoid confusing readers) but readily recognized by key elements of their persona, history, and/or supporting cast.

The double, or pastiche, is a powerful fictional technique, in which an established character is effectively remade (and frequently repurposed); it’s especially common in comic books, where “copycatting” is an established (if not especially reputable) practice.  As an example, the core members of DC’s Justice League of America—Superman, Batman, Wonder Woman, et al—have been copied numerous times, individually and as a team.  It should be noted that I’m not speaking so much of identical twins or copies of the same characters inhabiting parallel universes, although those are equally common story-telling tropes. The doubling to which I refer is almost always intertextual, allowing a writer to tell a story including (a version of) a character owned by another publisher, or including story elements that would be unacceptable for a well-established (and ongoing) character.

Adhering to genre conventions is not enough: recall that National (DC’s parent company) sued Fawcett over alleged similarities between Superman and Captain Marvel, yet the elements the two characters have in common—super strength and other powers, colorful costumes, secret identities, and an ethos of doing good—are practically universal among Golden Age heroes, and in other specifics the characters are quite different.  Superman, orphaned son of the doomed planet Krypton, doesn’t have much in common with Billy Batson, who is given his powers by the wizard Shazam.  It is precisely those details that a writer can exploit, filling in the pastiche character’s backstory with variations that are functionally the same; sometimes it is as simple as changing a few names (Superman’s Krypton becomes Hyperion’s Argon), at other times a more thorough reworking is undertaken, but the connections are still apparent because of the overall dynamic of the story.  This goes beyond parody, although the line can be fuzzy: Mad’s “Superduperman” and “Captain Marbles” are clearly a joke, but one intended to reveal, among other things, the venality and absurdity hidden beneath the costumed hero’s civic-minded facade (“Once a creep, always a creep!”). Hyperion (from Marvel’s Squadron Supreme) and Alan Moore’s take on Marvelman/Miracleman (instantly recognizable as Superman and Captain Marvel, respectively) are largely dramatic in their treatment, but just as flawed.

The value of the double is summed up by Geoff Klock in his How to Read Superhero Comics and Why, a study that looks at the evolution of superhero narratives through the lens of Harold Bloom’s theory of the anxiety of influence:

The current character, though obviously in debt to its source, can often act as a powerful misprision [a reflection, or reinterpretation] of that original character, while the fact that it is not actually the original frees the writer from the constraints of copyright and continuity.

For example, earlier in his book, Klock argues that “Warren Ellis’s Four Voyagers [from the pages of Planetary] are a trope of Marvel’s Fantastic Four, which is to say that while the Four Voyagers are characters in themselves, they are also an interpretation/metaphor of characters that have come before” (emphasis added).

Such misprision is most useful when the writer has something to say beyond aping an already successful character: in Klock’s scheme, informed by Bloom’s statement that “the meaning of a poem can only be another poem,” well-known characters stand in for their creators, so that one generation of writers can exorcise or assimilate the influence of the preceding generation.  (And obviously, the technique of parody allows the writer to zero in on whatever element of the original character they wish to critique, exaggerating it, sometimes to the point of absurdity–see above.)  One doesn’t have to agree with all of Klock’s conclusions to see the value of this dialectic approach, and in fact the finest realization of a pastiche character isn’t always written by the person who first created it.  Alan Moore took over Supreme, a character created by Rob Liefeld, and transformed him into a meditation on Superman; the resemblance was already present, but Moore brought it into focus.  As another example, Mark Gruenwald used the Squadron Supreme, Marvel’s trope of the JLA (originally introduced by Roy Thomas), to examine the relationships of the characters to each other, bringing out unspoken subtext or real-world concerns (such as the tendency toward paternalistic fascism inherent in the concept of super-protectors; the alienation of super-beings’ human friends and family; and the finality of death, as opposed to comic book characters’ typical return from the grave for shock value, marketing purposes, or narrative convenience) that would halt an ongoing series in its tracks if acknowledged. (Another version of the Squadron, effectively a trope of a trope, was launched in 2003; more about that later.)

Such concerns, when addressed at all, used to be the domain of the parallel universe or “imaginary story:” What if the Justice League used their power to oppress humanity instead of protecting it?  One answer was Earth-3’s Crime Syndicate of America; another was the Squadron Sinister, created as part of an unofficial “Avengers vs. JLA” crossover (since by Comic Book Law, when two characters meet for the first time, they must test their powers against each other in battle; the Squadron Sinister later, of course, became the Squadron Supreme). Later, such projects as Frank Miller’s The Dark Knight Returns, Mark Waid’s Kingdom Come, and Darwyn Cooke’s DC: The New Frontier would address many of these subjects using flagship characters in speculative settings outside regular continuity, but Squadron Supreme (1985) predates the more critical approach to characterization kicked off by Alan Moore’s Watchmen, and by Miller himself, and the aforementioned projects benefited from the more fluid approach to continuity that became fashionable after the high water mark of Crisis on Infinite Earths’ obsessive attempt to keep things in fixed positions.

Time is short tonight, so I’ll save a discussion of Watchmen, one of the most prominent and influential reinventions of this type, for next time.

Everybody’s Looking for Some Action

There were big tables covered with comics standing upright in long rows.  A sign hanging from the ceiling said All Comics 5¢.  We began to flip through the comics.  Alan had a list with the titles and numbers of the comics he wanted.  It was slow work.  The only comic he found that was on his list of wants was a copy of Action Comics Number 1—but he didn’t buy it because there was a corner torn off the cover.  He said he only bought comics that were perfect.

That throwaway line, from Daniel Pinkwater’s young adult fantasy Alan Mendelsohn, the Boy from Mars, is played for irony, of course: even in 1979, when Alan Mendelsohn was first published, a copy of the first issue of Action Comics—the comic book in which Superman made his first appearance—was something the average collector could only dream of finding, in any condition.  It also establishes Mendelsohn’s character: exacting to the point of eccentricity, and confident enough to pass up the find of a lifetime because it’s not exactly what he’s looking for.  Later, Mendelsohn sells his comic book collection to finance the greater adventure he and Leonard (the narrator) are on: Mendelsohn remains cool while his buyer goes increasingly crazy for the rare finds Mendelsohn has.  By the end, Mendelsohn has the buyer eating out of his hand, and he and Leonard get the money they need, and then some:

 “The difference between that man and me,” Alan Mendelsohn said, “is that I am a connoisseur, and he is a fanatic.”

Both scenes play into powerful fantasies for young collectors: finding a holy grail—there have been more expensive comic books, but few that are as recognizable as Action Comics No. 1—and being able to leverage our finds down the road, using our connoisseurship to get one over on the drooling fanatics who’ll pay any price for what we have.

Action-Comics-No-1

Sadly, for most collectors, the fantasies remain just that.  For the past few days, the comics blogosphere has been chewing over an article in Businessweek pointing out that you’re probably not going to be able to retire on the proceeds from your comic book collection.  As an example, columnist Frank Santoro offers an anecdote that stands in for the general trend:

He recently had to break the bad news to a friend’s uncle, who was convinced his comic collection—about 3,000 books—was worth at least $23,000. “I told him it was probably more like $500,” Santoro says. “And a comic book store would probably only offer him $200.”

When I read this, my first reaction was: “Well, duh.”  While auction prices for “key” Golden Age issues have continued to rise, it should be obvious that there is a big difference between Action Comics No. 1 and Secret Wars II No. 1, and the collections owned by the forty-something men in the article are likely to be more laden with the latter than the former.  I know, because I’m one myself, with a collection of bagged and boarded comics in the basement, and I doubt I’ll ever get much out of it in monetary terms.  Sure, it was disillusioning the first time I realized I wouldn’t get what I thought something was worth out of it, but I’m willing to settle on a realistic price for anything; it’s just that “realistic” can look very different depending on whether one is buying or selling. I’ve encountered my share of junk shops, garage sales and Craigslist ads run by deluded souls convinced that they’re sitting on a gold mine.  I’ve seen scratched-up Beatles albums for $40 or $50 (and not the rare ones) and highly-promoted but far from rare comics from the ‘90s with high price tags.  Anyone who has collected anything, or even tried to buy a used car or piece of furniture, could tell similar stories.

The seller may have an inflated idea of the scarcity of their item, or they may have been swept up in the hype of ever-rising prices for collectibles in general; they may even have a price guide to back them up, which only proves that someone was willing to pay a premium for the item (in mint condition, which is usually not the case) at one time.  Still, something is really only “worth” what someone else is willing to pay for it, so I imagine those albums and comics are still sitting on the shelf, or were marked down or put into storage—or found a buyer as gullible as the seller (leading to the description of the back issue market as a “Ponzi scheme” in the Businessweek article).

But clearly, the idea that your old comic book collection would put your kids through college is an old one, an article of faith (or folklore) that predates the speculation boom of the 1990s.  As Alan Mendelsohn shows, it was already alive and well in the 1980s, when I was collecting, and it didn’t only come from the publishers and retailers who had a vested interest in promoting “collectability.”  The belief among collectors that we were stockpiling a monetary investment for the future had a “revenge of the nerds” quality, like the stories we told ourselves that we would all become successful inventors or entrepreneurs, getting the last laugh on the jocks, the bullies, the “normals” who got in our way.  I guess it worked out that way for a few people, but for the majority it was a self-serving myth (and for the record, Alan Mendelsohn got a hundred and eighty-five dollars and a brass potato for his collection; he didn’t become a millionaire).

As an extreme example, consider “Gather Ye Acorns,” a 1986 episode of the anthology series Amazing Stories.  In it, Mark Hamill (in one of his few post-Luke Skywalker, pre-voice acting roles) plays Jonathan Quick, a dreamy young man growing up during the 1930s, obsessed with comic books, pulp magazines and toys.  Pushed by his parents, who urge him to “grow up” and cast off his childish belongings, Jonathan is approached by a mysterious, gnome-like figure, a folkloric wild man (played by David Rappaport), who encourages him to keep the things he loves, to hold onto the magic of childhood.  What the world needs, the troll tells him, “is a few more dreamers.”  Over the years, Jonathan turns down the prospect of a normal life, descending into poverty and eventually living in a pitiful shack with his shabby old car and all his old junk; just when he has lost faith, he encounters (at the “Last Chance” gas station!) a knowledgeable (and wealthy) collector.  It turns out that the world has come around, and his belongings, which for so long were precious only to him, are now highly collectible.  The owner of a comic book shop is shown going through his treasures in disbelief: why, that’s Action No. 1, the first appearance of Superman!  The episode ends with an auction of Jonathan Quick’s collection; now wealthy, he encounters the troll one last time, and while trying to thank him, makes the acquaintance of an attractive lady.  Perhaps it’s time for Jonathan Quick to finally settle down.

In the broadest sense, that of allegory, “Gather Ye Acorns” is a story of holding on to the magic of childhood, of not letting others define you or devalue your passions. But I doubt I was the only viewer who took the story’s moral literally, as a vindication of the collecting lifestyle: “See?  All that stuff had value, and he ended up rich!”  It’s probably also a middle finger to the parents of Baby Boomers (like Steven Spielberg, who produced the series, and whose story Stu Krieger’s teleplay is based upon) who threw out all their kids’ baseball cards and comic books, and who, like the overbearing parents in “Gather Ye Acorns,” probably never saw that junk as anything but a waste of money in the first place.

Looking back at actual history, however, there was more than just the ever-present Generation Gap at work: the social upheaval and increased mobility of the Depression and World War II made the maintenance of big collections an unlikely prospect, even for those who might have been so inclined.  It’s hard for us nowadays to imagine how few possessions most families had compared to the present (and forget about renting extra storage space, as so many of us do now!).  Remembering the adage “every move is like a fire,” it’s also likely that in the migrations of the war years (from the Dust Bowl to the West; from the deep South to the factories of the North; from rural areas to cities, and from cities to the suburbs), preserving ephemera like comics was simply not a high priority for most people.  Finally, the war effort included paper and shellac drives that undoubtedly consumed thousands of comics, magazines, and records.

It’s for all the above reasons that the “key” issues from the Golden Age command such high prices, and why, barring a similar national upheaval, later issues probably never will.  Even as a kid, it was obvious to me that if everyone was saving their comics (and baseball cards, and whatever else), they would never become as scarce as material from the 1930s and ‘40s (or ‘50s, when a great number of comics were destroyed as part of the moral panic that led to the creation of the Comics Code).  In some cases, it was now parents who enabled the preservationist instinct, Baby Boomers themselves who didn’t want to repeat the mistakes of their own parents.  And of course, scarcity is only part of the equation: it has to be something people want in the first place, or low supply will do nothing to drive up demand.  Even if all those variant-cover comics from the ‘90s disappeared, it’s unlikely they would ever be as sought-after as historically important issues like the first appearances of Superman or Batman.

Since we don’t know what will be scarce and desirable in the future, should we save everything, just in case? Interestingly, at the midpoint of “Gather Ye Acorns,” when Jonathan Quick is squatting in a shack in the desert, he resembles a figure that has become much more visible since this episode was broadcast: the hoarder.  His anger at the troll, his disgust with the “treasures” he’s spent his life hanging onto, and above all his despair—“I have nothing!” he howls—are the flip side of the usual narrative, and are a frighteningly real moment in a story that otherwise has the broad outlines of a fable.  Even with the happy ending, the story seems to stretch things when it suggests that his years of struggle were worth it, because he lived life on his own terms; this comes awfully close to romanticizing poverty, as if there were no middle ground between his parents’ rigid standards and life as a “bum.”  As writer Noel Murray asked when examining two current portraits of Americans’ relationship with our possessions, the TV shows American Pickers and Hoarders, “So which is it? Are we supposed to hang on to all of our old crap just in case it turns out to be valuable, or is that kind of packrattery the sign of a disordered mind?”

Mark Hamill as you, the reader

Mark Hamill as you, the reader, on Amazing Stories

Of course, you could still read your comics.  When I was a kid, I had a friend, Jason, who often came around to trade comics.  On the one hand, he was always interesting to talk to, and had a knack for digging up unusual books I’d never seen; on the other hand, he’d drive me crazy by going through my stacks, getting things out of order, and wanting to trade for issues that would break up continuous runs.  Condition didn’t matter much to him; it was the stories that were important.  Jason was a throwback, the kind of comic book reader who had supposedly disappeared with Leave it to Beaver: he didn’t bag his comics—he’d even roll them up to stick in his backpack, to my horror.  (In retrospect, I wasn’t much more careful, but I could be an awful snob.)

Despite my efforts to preserve my comics like a good investor, my best memories of being a comics reader in the 1980s are of getting together with friends to read and discuss comics, and even those marathon trading sessions that left me cleaning up and reordering my collection for the rest of the afternoon.  Similarly, some of the comics I most fondly remember finding at garage sales were reprints, some with the covers missing, of no monetary value at all.  I tried valiantly to be a connoisseur, but I guess I was really a fanatic all along.

The Pleasures of Anthology, Part Four

You can read Parts One, Two and Three here, here and here.

In the foreword to the trade paperback edition of her late husband’s magnum opus Squadron Supreme, Catherine Gruenwald writes,

Mark always liked when I read his work, and he waited until the exact right time to unleash this particular story upon me.  In 1993, I was conveniently laid up for a week recovering from a minor surgical procedure, and he quietly decided this was the perfect time.  It did make the most of my captive-audience status, but it also made the recuperating process more pleasant as I breezed through each issue, especially without the usual wait between installments experienced by readers who caught it the first time out.  I thought about all those kids who read through stacks of comic books as they suffered through weeks of broken-leg mending and measles bouts.  Mark saw to it that I came into fandom the way others of our generation had!

My version of that experience came when I was in seventh grade and contracted Legionnaire’s disease.  I was hospitalized for two weeks and was significantly weakened by the illness.  I couldn’t talk or laugh too much without suffering coughing fits, and even getting up to walk around left me winded.  In the hospital I was in an oxygen tent and took treatments by inhalation at regular intervals, even during the night. (Incidentally, whatever the phrase “night nurse” might suggest to you, my experience didn’t live up to it.)  Although I wouldn’t recommend that method of immersion, I have one fond memory of that period thanks to a timely gift from my grandparents: The Smithsonian Collection of Newspaper Comics, edited by Bill Blackbeard and Martin Williams, which I devoured between treatments and brief visits from friends.

Smithsonian.newspaper

My mother’s parents had enabled my comics addiction quite a bit over the years: A Smithsonian Book of Comic-Book Comics had been a birthday gift the previous year (they lived in Arlington, Virginia, just outside Washington, D.C., so I received a lot of Smithsonian-themed gifts), and they always saved the color Sunday comics sections from the Washington Post for my sister and me to read when we visited.  The Post carried more and newer comic strips than my hometown paper, so I had the inside track on stuff like The Far Side and Calvin and Hobbes, and would try to describe these creative, mind-blowing works of art to my sometimes skeptical friends.  When those comics were picked up by the Pittsburg (Kansas) Morning Sun, their first daily installments invariably underwhelmed my friends.  The first Far Side to run in my hometown was, I think, the “Thor’s hammer, screwdriver, and crescent wrench” panel that even Gary Larson couldn’t explain.  Others, like Bloom County, were never carried in my hometown paper at all.

Gary Larson's plot to destroy my credibility, Exhibit A

Gary Larson’s plot to destroy my credibility, Exhibit A

The boundaries between newspaper comics and comic books were quite porous, both historically and in my experience.  I started off reading the newspaper strips from a young age, the kid-oriented ones like Winnie the Pooh at first, gradually expanding my range until I was even reading the soap-opera strips, grown-up adventures, and even the political cartoons on the editorial page.  I enjoyed the adventures of time-traveling caveman Alley Oop, and the globetrotting fisticuffs of Captain Easy, another legacy from the comic strips’ Depression-era golden age. Paperback collections of favorites like Peanuts, The Family Circus, and Garfield were among the first books I owned.  By seventh grade, I was serious about reading and collecting comic books, but I still read the newspaper strips and I was starting to think of myself as a student of the medium.  According to my parents, I even asked for the daily paper while I was in the hospital, so I could keep up (I don’t remember that, but I admit it sounds like me).

The best stories in the Smithsonian collection, adventures like the “Plunder Island” saga in Thimble Theatre (the home of Popeye), delivered the same combination of thrills, humor and pathos that I associated with movies like Star Wars and Raiders of the Lost Ark.  In hindsight it’s obvious why: George Lucas and Steven Spielberg were Baby Boomers, born in the mid-‘40s, rather than children of the Depression, but they obviously shared a love for movie serials and pulp novels and channeled the same sense of wonder and excitement into their original creations.  And they fit into a larger pattern: the years in which I grew up, the 1970s and ‘80s, were the crest of a wave of interest in the popular culture of the 1930s and ‘40s.  In addition to homages like Indiana Jones that hearkened back to the pulp era, the original characters from magazines, comic books and strips, radio shows, and serials were being repackaged for modern audiences or brought back to life in new formats: during my childhood there were big screen or TV adaptations of Conan the Barbarian, Popeye, Flash Gordon, Little Orphan Annie, and Buck Rogers, not to mention the ever-present superheroes whose roots went back to the same time period.  There was even a Doc Savage movie, although I’ll admit I haven’t seen it.

Whether I enjoyed the strips because I had been prepared by the resurgence of Depression-era culture or would have enjoyed them for their own sake without being primed is beside the point.  It was, I felt, material I needed to read, and that I encountered at the right time: it was the real stuff.  The Smithsonian Collection of Newspaper Comics fit my adolescent concept of reading as mastery perfectly: I was old enough to take the book seriously, reading it cover to cover, including the informative but not too academic prose accompanying the strips, but I was young and unoccupied enough to lose myself completely in the detailed artwork and the lengthy excerpts from Thimble Theatre, Mickey Mouse, and Dick Tracy.

Perhaps that’s the best explanation for the obsessions that grip us in the early teen years: what else did I have going on? Like those bedridden kids Catherine Gruenwald alludes to, I was in an ideal environment to be completely absorbed by my reading.  All my needs were taken care of.  Everything was new to me, so I had a greater tolerance for the lulls that beset any collection than I do now: back then, even the boring parts contributed to the overall design, set the baseline against which I judged the really superior stuff.  Now I have children of my own, and even when I have the time to read deeply it’s harder to access the state of complete absorption that I experienced then.  There are just too many other things occupying my mind; that’s the condition of adulthood.

thimbletheatre

The New Smithsonian Book of Comic Book Stories, edited by Bob Callahan, was published a few years ago, a follow-up to Barrier and Williams’ volume.  I eventually purchased it, but I haven’t read the whole thing.  In part it’s because I’m already more familiar with the territory it covers, from the 1960s to the present, and I’ve read more of the stories that it reprints.  It could be the mixed-up pages, an off-putting production error that makes the book less authoritative than was obviously hoped.  Perhaps the sheer variety of comics that have been created since the 1960s make it more difficult for any one book to be comprehensive.  But it’s also because of that difficulty of finding time and recapturing youthful engagement that I’ve alluded to.  I’ll pick it up, read a few pages, and put it back on the shelf.  Even if I read every page, it won’t be with the kind of rapt attention I gave the two previous Smithsonian books.  And that’s okay: one of the chief pleasures of the anthology, and one I haven’t put nearly enough focus on, is the freedom to browse, to pick and choose, to be selective.  It isn’t a novel or a textbook that needs to be read in sequence, even though I, like many youthful readers, would treat it that way.

I recall my mother sitting in the hospital room with me, keeping watch, and the realization of what my illness must have been like for my parents hits home in a way that didn’t even occur to me before I had kids (according to my parents, the scariest part was not having a diagnosis for the first week of my hospitalization).  My mother would read too, usually a mystery novel, along with crossword puzzles and cross-stitching: there wasn’t much else to do.  My father would come during visiting hours, but he confirmed that he, also, would read during his down time, sitting in our empty house.  It sounds lonely, and maybe a little scary, but it was actually comforting: that’s kind of the way it was at home when we were together anyway, separated by our different reading but joined by a common activity.  The books that comforted me weren’t the same as my parents’ books; I’ve encouraged my children to read, and to read comics, but I won’t insist that they read the same books I treasured.  I hope they will, but it’s more important that, like me, they find the books they need, when they need them.

(Continue to Part Five)