In the years since Your Humble Narrator stopped collecting comic books graphic novels in earnest and now, a lot of changes have taken place, some good, some bad, some ridiculous, but mostly in the way of infrastructure; the general mechanics of how these individual imaginary universes work has more or less stayed the same. Characters come and go and come back, but not a whole lot of intrinsic change takes place; paper gets glossier, colors and inks graduate from analog to digital, and costumes more closely resemble mufti than disguises, but if not for cosmetic changes, it’s more or less the same as it was left.
That is, completely and insufferably silly.
Which doesn’t preclude foregoing the recent twenty-five-cent sale our local used bookstore had on their overstock:
It was sheer luck to capture the first twelve issues of Alpha Flight’s initial run. Unlike the majority of titles that were available at the time, Alpha Flight distinguished itself with stories that focused on a single character at a time; everyone appears as a team only twice, in the premiere issue and issue #12. This might have weakened any other title, if not for John Byrne’s superb pencilling and evocative storytelling that takes pains to relate the characters to their Canadian homeland.
Issue six, “Snowblind,” is a highlight in the first series with a unique presentation. When Snowbird faces off against the resurrected nature spirit Kolomaq, her foe conjures up a blizzard to place her at a disadvantage. The entire middle half of the issue is all but bereft of art; just panel after panel of white backdrop broken with speech and thought balloons and action phoneticals. Byrne even manages to insert the old joke about a polar bear in a snowstorm.
Another more recent series that only ran for a dozen issues was Grant Morrison’s All-Star Superman. By treating Kal-El as a human with a very heavy crown on his head, and less like an alien god, Morrison is able to accomplish what a lot of reboots and retcons have failed at in the past; tell fresh, engaging stories with venerable, established characters and situations. Frank Quitely’s exquisite pencils (reminiscent of work from Enki Bilal and Moebius) emphasize the everyday imperfections possessed by everyone, but especially with the elements normally associated with the Man Of Steel: his drooping forelock, his red underpants, the sheer beefy bulk of his physique.
In order to reconcile a convoluted continuity and consolidate their bloated character roster, DC concocted the Crisis on Infinite Earths (almost always preceded in canon with “so-called”) for their 50th anniversary. While the merging of the multiverse would ultimately be undone in the following years, the Crisis itself spawned a bunch of reboots for almost every major player, effectively ending the Silver Age and ushering in the Modern Age. George Pérez, one of the co-writers for Crisis, dominated the scene for the better part of the 1980s, producing memorable covers for Wonder Woman’s second run, among several hundred others.
Not quite as ornate or lifelike, but equally skilled in distinct and consistent characterizations, is Walt Simonson, who wrote and drew a huge chunk of The Mighty Thor’s initial run. His blocky yet detailed style follows the basic ideals of forced perspective; the larger the picture needed, the more intricate it becomes, and vice versa; the smaller or more far away, the less distinct the features are.
(Fun fact: Walt Simonson is married to Louise Simonson, writer of countless New Mutants and X-Factor strories [Apocalypse was one of her better ideas] and creator of cult favorite Power Pack.)
For Thor #337, 338, and 339, they introduced one of the queerest characters in the Marvel rogues gallery, Beta Ray Bill. Bill (later Beta Ray Thor) was an alien cyborg who apparently had sufficient valor, intestinal fortitude, and upper body strength to hold aloft Thor’s hammer Mjolnir, which transmogrified him into a doppelgänger of the thunder god, with all the rights and powers therewith.
No matter how fervently any demographic slavers after their popular culture of choice, there always comes a statute of limitations when the cool factor runs out, which usually coincides at around the ten-year mark for the convenience of history. For some reason, the events of the 1970s form a middle ground from which more marginally acceptable materials spin away from, both into the past and the future. Therefore, the 1960s and 1980s were both hipper than the 1970s, but the 1950s and 1990s were superior to both, etc.
Why Marvel decided the 1970s was a ripe time for a World War II revival in comicdom remains a mystery, just like the resurgence of classic rock in the 1980s or the dominance of franchise reboots in the 2000s. Invaders #17 not only features Warrior Woman (an obvious homage to grindhouse favorite Ilsa, She Wolf of the SS) but a cameo by Der Fuehrer himself, which highlights one of the basic failings of comic book storytelling: the general unwillingness of writers to fully integrate the actions of their characters into the larger events of history. Superman fought in WWII as well, but closer examination of his actions reveals that his “service” was limited to more symbolic activities designed to boost morale and bolster the American fighting spirit; he never took part in any documented campaigns against Fortress Europe.
When you’ve been writing and drawing stories of radioactive freaks and alien vigilantes for fifty, sixty, seventy years, the make-believe alternate history you create can get a little out of control. Marvel realized that with their Official Handbook of the Marvel Universe, but DC did the idea one better with their Who’s Who series. Marvel has always been the more left-brain-oriented of the major comic houses, and DC has always played more fast and loose with logic. Both encyclopedias featured wraparound cover art and CIA-esque dossiers on major and minor denizens, but Who’s Who mixed it up with original masthead title art instead of a standardized font and action shots instead of Michaelangelo-esque full-body poses of each character.
Maybe comic books graphic novels don’t fall into any of the major food groups of literature; novels, short stories, or poetry. Maybe they exist outside the expected territories, like comets or daywalking vampires or late-model sedans with government plates. Maybe also then they provide a different kind of cultural nutrition than their text-only forefathers or their celluloid and video contemporaries.
Or maybe they really are just funnybooks to distract us from the real world, if only for a few minutes at a time.
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