New Comics Day 2/10/2010 AND New Comics Day 2/17/2010: what I read, how I felt about it, and why you should (or shouldn't) care.
AUTHOR'S NOTE
My apologies for not posting during the past week or so. I've been busy with moving house and the million other little things that task brings up. (The rather sensational reason for the move is coded in my recent story "Steel", now UPDATED with additional thoughts on the necessity of superheroes and the first Superman picture I've ever dared to draw. Go now!)
Also, I wanted to give my new "Gwen Stacy" comic a good amount of time at the top of the blog for everyone to enjoy -- here's the link if you haven't seen it yet. Once again, sorry for missing last week's Roundup, and here we go with a double dose to cover it.*
Wednesday, February 10, 2010
Batman & Robin #8, by Grant Morrison and Cameron Stewart. DC.Morrison continues to hold it down through his busiest month in recent memory, but this issue lacks a little of the verve the last one had. Some of the snap is gone from the dialogue, and the subplot involving England's battling super-crime families
has gone off the boil rather badly. The breathtaking excitement that last issue exuded isn't really here anymore, and what we're left with is the mechanics of a superhero comic at work.
That doesn't have to be a bad thing, though, merely a slight step down. There's still a lot to like about this comic -- Damian's return is a huge plus, as he continues on his campaign to be Morrison's best-dialogued character of all time. There's a callback to that most underappreciated of Morrison superhero comics, too, as the army of Batman clones from Final Crisis have their ultimate fate revealed. Besides the cool feeling of being truly in the loop on continuity references, it's nice to see Grant's way of dealing with the theft of Bruce Wayne's body by the tepid Blackest Night crossover. Stealing one of his ideas to use in an inferior comic? It won't stop the stories he has planned. To paraphrase John Cale, Morrison has reams of this shit.

Cameron Stewart hasn't lost a step between issues, and if Morrison's scripting has slowed down a little from last issue's energetic blasts, the art closes up the gap and more. The main draw is a meticulously choreographed fight scene that bursts the pages at the seams with tiny, kinetic panelling, all speed lines and twisting figures. In places Stewart's debt to Frank Quitely's work on the book is obvious, but in others a very subversive feel creeps into his gummy, muscled figurework, reminiscent of Josh Simmons' Batman profanity more than anything else.

Then there are the little touches Morrison scripts can bring out in artists -- that view down the middle of high spiral staircases we all like to take in, the utter absurdity of King Coal and his posse of deviant chimney-sweeps, and my favorite bit, a very clever homage to Dark Knight Returns that fits seamlessly into the acrobatic action sequence. even if this wasn't its very greatest issue, this is still a comic that stands head and shoulders above the rest of the mainstream crop, basically guaranteed to be the best book on the racks whenever it comes out... at least as long as Cameron Stewart is drawing it.
RATING: 7 out of 10.
Jonah Hex #52, by Jimmy Palmiotti, Justin Gray, and Jordi Bernet. DC.Speaking of guarantees, here's one of the most reliable in comics, mainstream or otherwise. Palmiotti and Gray have tamed the Western-comic beast, getting the genre down to a stylish and eminently readable formula while still retaining a craggy, loping unpredictability on every page. Basically, as long as Jonah Hex can stagger off into the sunset at the end of the issue, anything goes in this comic. And safe outside the superhero genre's confines, that ethos can be put to the test with a gusto almost never seen in DC comics. This issue we get the hero smashing a child's skull with a rock, wrestling an alligator, blasting away with a shotgun a few feet from a baby, and pulling leeches out of his own skin. All in a night's work.
What makes Jonah Hex so great, though, so remarkably consistent, is Palmiotti and Gray's note-perfect character work. With the atrocities he commits every issue, it would be all to easy to make Jonah Hex the bad guy of his own book. Rarely does he come up against antagonists who are worse people than he is, and often they are clearly better. But Palmiotti and Gray's hero has something inside him, some tiny spark of not just decency but real good deep in his belly. It's a testament to just how believable a character, how real a person the two have created, that after giving all my issues of this comic a few good deep critical readings -- after looking as hard as I could for it -- I can't figure out for the life of me quite what exactly that spark is. It's just this deep, undefinable something, a saving grace inside one of the scariest men ever to take up residence on the funny pages. With every issue, every defining moment, every ordeal Jonah Hex is put through, this book climbs higher on the pinnacle of truly great Westerns.

This issue's draw is undoubtedly the return of artist Jordi Bernet. If Palmiotti and Gray are Jonah Hex's defining writers, Bernet is certainly their run's defining artist. His pages, sprung from the Eurocomics school of Hugo Pratt and Lucky Luke rather than from the typical Kirby/Byrne cauldron, whiplash the reader deep into Hex's heart of darkness at breakneck but always precisely controlled speeds. He slings his blacks like a grandmaster, and this issue's setting, a dark and dreary swamp, is particularly fitting. The best panels look like they were drawn in mud, not ink.

But setting aside Bernet's formidable skills, his work on this comic is especially distinguished by the rapport he seems to share with its writers. Other truly great artists have taken up the book's reins for an issue or two, but none have produced work with such an understanding of what it is that this comic does best. Bernet knows how to give us the quieter moments, his art swimming back into impressionism and murk during Hex' flight through the swamp, the beat of adrenaline underlying every line. Then in the action scenes his art explodes into raw shadow and light and cartooning, whisking the reader's eyes from panel to panel fast enough to chafe them. He's in complete control of everything he does, and stories like this are right in his wheelhouse.
The story, then: it's utter minimalism, less a slice of Jonah Hex's life than a little splintering shard. The dialogue fills in what it has to -- the conversation on the first five pages is interesting enough to fill an entire comic -- and leaves the rest to Bernet's markmaking, the words rough and to-the-point when they come at all. A few men are after Hex for the self-defense killing of a young boy who put a bullet in his gut. He flees through the swamp and takes sanctuary in the house of a beautiful widow, who has strange ties to the posse pursuing Hex. That's it, unless you need to be told that the whole thing ends in gunfire. It's hardly a plot at all, more a pit the character's thrown down, and so much the better. What's special here are the rolling flashes of good and blackest evil that wage war under Jonah Hex's skin. The way the swamp becomes a character in itself, slow and old and bloodthirsty. The darkening of the panel borders as night falls.
And best of all, the way Bernet's images of Jonah Hex sum up Palmiotti and Gray's character perfectly -- half a gunslinging hero who makes moral decisions only when he has the luxury, and half an all-consuming demon, second only perhaps to Death himself.

RATING: 8.5 out of 10.
*
Wednesday, February 17, 2010
Joe The Barbarian #2, by Grant Morrison and Sean Murphy. DC/Vertigo.Nice. If the first issue of this comic was a soft, evocative whisper of things to come, this one is a blast from an amplifier ganked up to 12. Morrison's writing spills out some of the most intense worldbuilding we've seen from him in a very long time indeed, filling the pages to the brim with visions of technicolor menace. Pirates, robots, a doomed metropolis, Batman, and an extended Usagi Yojimbo homage: this kind of thing is what the word
romp was invented for. Never is the plot lost, though, or the comic's bright sheen of intelligence compromised by genre tropes. What could be simple action overkill comes off as smart -- Morrison has come up with a story that makes samurai rats fight Transformers while servicing a clever plot that works on multiple levels.

And oh, those levels -- the interplay between the madcap action-figure world of Joe's diabetic hallucinations, where his life-imbued toys fight out a sprawling battle for existence, and that of reality, where he struggles madly through tiny, white-guttered panels to get to the kitchen and some potentially life-saving glucose, is what provides the real meat here. If this story's point of identification is provided by Joe's all-too-real home life, and its escapism by the frenetic antics of armored rodents fighting GI Joe wraiths, it's watching a young boy's slippage between these two states of awareness that provides everything else.
While ordinarily a reader must suspend disbelief to care or worry about characters in this kind of fantasy-based adventuring, here the threats to Joe are very real, very scary, because we know that the villains draw their power from his body's distress signals. This issue gives a whole new meaning to the term "guilty pleasure" -- much as we might be conditioned as comic book readers to slip into worlds of imagination, in this case we are afraid to. Every moment spent in these fascinating hallucinations is another moment for Joe's life to slip away. The more Morrison explores the conceit of this story, the more interesting it becomes, the more wrinkles are perceptible in it.

But enough about that. Sean Murphy is creating absolutely brilliant comic art here, striding forth to take his place in the pantheon of great Morrison illustrators. Every interesting thought the writing offers is matched in the art. The formalist switches between extreme widescreen shots in the hallucinations and small panels bounded by uncomfortable amounts of empty white space in the real world is the eye-catching big idea, for sure. But it's easy to be swept into the story entirely, to take on Joe's perceptions to the extent that it becomes to difficult to realize when his hallucinations are fading in and out before he does. It's wonderful comic art in that sense. Total immersion in an alien environment that feels so real. And also, the guy just draws brilliantly. His spot-on use of Zip-A-Tone, his Bill Watterson forestscapes, his incredibly energetic action scenes -- Murphy leaves it all on the page. You can imagine him sweating hard as he draws this stuff.

Joe The Barbarian is a comic everyone should be watching. Morrison is writing in an almost entirely new style, one that takes the best from manga and kids' comics and Hollywood. But there's an element of subversion here, too: the '80s toys? the harsh-environmental-survival story tropes? There are comparisons to be made with Kramers Ergot noise-comickers like Ben Jones and Mat Brinkman. It will be interesting to see how Morrison exploits the stranger, more abrasive potentials of the world he's created. From what he's given us so far, and with the incredible art of Sean Murphy going for it, this is a comic that can do anything next. I'll be there.
RATING: 8 out of 10.
DC Universe Origins, by like a million people. DC.Sometimes you take a chance on something weirdo and it's a revelation. Sometimes it's a waste of money. Last Roundup I encountered one of each of these types. Here's another: the in-betweener. This trade paperback collection of two-page origin stories for just about every major DC character certainly has some value, but it's severely compromised. So is every superhero comic, you might say, but this could have been something really special.

First, the good: this is exactly the kind of book that both DC and Marvel should have out and keep in print above all else. It's a wonderful primer on the crazy-complicated DCU, a quick tour through everything you need to know about characters from Starman to Congorilla (whose origin is rawdog insane, by the way). The approach taken in this comic is head and shoulders above comparable projects like Who's Who in the DCU and the Official Handbook of the Marvel Universe in that it uses the comics form to express the requisite info, as opposed to pin-ups and text blocks. The result is something much more organic and readable than any superhero sourcebook before it.
The art, too, is top dollar in many places. Where else can you get Ryan Sook, Kevin Nowlan, Cliff Chiang, Howard Chaykin, and JG Jones together in one book? The two-page-montage template that every story uses is more than a primer on the characters; it functions as a great introduction to some of the hero genre's best artists. You get everyone's style in microcosm -- Andy Kubert draws expressive, distended figures in hyperkinetic pin-up panels. Brian Bolland spares no detail and displays his flare for oddball compositions. Doug Mahnke fills his panels up with slithery grit. Stephane Roux makes sensitively colored cheesecake pages. Et cetera. This is still a who's who, just one of comic book talent instead of characters, and so much the better.

But then there's everything else. First off, as nice as the display of different artists' talents are, they're basically stopped at a drawing style exhibition. There are still writers writing these things, and in my opinion that's a mistake. Better to just give the artists the origin text pieces they're to illustrate than have a Mark Waid or a Len Wein impose the restrictions of full scripts. It would have been great to see this group of artists go to town on page layout, heck, even lettering, but that level of vision just isn't there on this project. And don't even get me started on the homogeneous, overdone DC computer coloring that taints most of the stories. There's an unpleasant sameness percolating right through this book, as if editorial was uncertain how much
art should be allowed to enter into such a project.
(One story does grab onto individuality and refuse to let go: the Bizarro origin, which is told entirely backwards, making for an almost Dadaist juxtaposition of panels if you read it normally.)

But make no mistake, editorial's hands are all over this thing. There's an unpleasant list of "essential storylines" at the end of every character's bio, where clunker stories like Cry For Justice and Infinite Crisis are given multiple plugs, quality be damned. The promotion of saleable goods over true quality extends to the choice of artists, as well -- the hackwork of Tony Daniel and Mark Bagley might sell comics, but it looks poor indeed in a book full of drawings by the best action artists in the business. Worse still is the omission of origins for major characters -- Flash and Aquaman chief among them -- because they're due for continuity revamps elsewhere.
In the end, this book is reduced by its compilers' lack of vision, and what could have been a bible for the DC Universe, a treasure trove of beuatifully-presented information on the World's Greatest Heroes, is made something vastly inferior. Even the format and price point evince lack of creativity. DC Origins could have been either an oversized, hardcover art object, a book to be admired for years to come; or alternatively, a bargain-priced first taste of the DCU proper for kids moving up from the Johnny DC titles or new readers sucked in by Dark Knight or All Star Superman. Instead it sits right in the unattractive middle, a 14.99 paperback with bare-minimum production value and no great care lavished on it (the cover is a reused Alex Ross image from Justice League: Liberty and Justice).
If you like superheroes or comics art and you're looking to spend fifteen dollars, you could certainly do a great deal worse. If, however, you're looking for something truly memorable, just walk on by. Myself, I'm extremely low-income and not especially given to mediocre comics. I would deem this book a failure, but I don't think anyone involved knew what they wanted it to achieve. So I guess it'll do what it does: make DC a little bit of money and then sit on store shelves until the next big sale. There are worse things, but there are also better ones, and this project could have done some of them. It's really too bad.
Put another way:

it's got too much of the panels on the left, not enough of the one on the right.
RATING: 5 out of 10.