Friday, 18 July 2014

Monitoring Moon Knight #5

Or how to make a drawn out action sequence not boring in Moon Knight #5
by Warren Ellis, Declan Shalvey, Jordie Bellaire, and Chris Eliopoulus; Marvel Comics



I am deeply interested in comics that solve narrative problems. Comics that dive into some storytelling aspect that is often done poorly and manages to make something banal great are super interesting. Moon Knight #5 is just one of those gutsy problem solving comics.

Paradoxically, for me, extended action sequences are one of the most fraught aspects of comics. They should be kinetic, exciting highlights but I find that the longer they drag on the more boring, confusing, and murky they usually become. Moon Knight #5 is an issue long action sequence that had me hanging off every single panel, every blow, splinter, slash, and contusion. And the way Moon Knight #5 works, the choices the creative team make hat keep the action interesting, are worth examining in further detail.

There will be *SPOILERS* for Moon Knight #5 in this post.



The foundation for any action sequence is its motivation. Why are people fighting? Why should the reader care? If this is not done right, if its two superheroes throwing down over a sandwich based disagreement (or whatever cliche shit) or if the objectives of the conflict are unclear it is hard to get emotionally invested or care about the consequences.  

Moon Knight #5 takes a really simple, straightforward approach to this. A girl has been kidnapped. She is being held captive on the fifth floor of a shithole walkup apartment. Between her and the door is floor after floor of thugs holding her captive. Moon Knight, because he is crazy, plans to walk in the front door and destroy everyone between him and the girl to ultimately affect a rescue. One wacky cape, a stairwell, a dozen or so goons, and a very clear, emotionally affective objective: a scared teenager. The simplicity of this approach helps provide a constant focus on what the point of all the violence is.

 One of the biggest problems with many protracted action sequences is a lack of a well defined location which really makes things feel inauthentic. The simple premise and setup of Moon Knight #5 also does a really effective job establishing a sense of place. By keeping it simple, the stairwell of a shitbox apartment, the comic provides a familiar space that adds a veneer of reality to the proceedings and provides context for all of the resulting action. It seems like such a little thing, but it makes a world of difference.



This little snippet of action here is completely awesome, but also a great example of how action works better with context and spatial positioning. Moon Knight throws scary giant thug off the stairwell and presumably to his death. Now, as a thing a person does, particularly an ostensibly good person, it is crazy and horrific to murder a person by... whatever the balcony equivalent of defenestration is. But, knowing that scary giant thug is involved in the kidnapping of a teenage girl, something that is also crazy and horrific, his dispatch at the hands of Moon Knight feels somewhat justified. We get why this brutal violence is happening. We also, because of the simple well defined layout of the action in a stairwell, understand that Moon Knight has muzzled and thrown scary giant thug through a railing and into the empty space in the centre of the stairwell. Without this sense of space it isn't obvious what the thug is being thrown through or what the consequences of the action are. But with a well established story objective and setting it all works.



Action scenes are a particularly kinetic species of comics. I find that I'm most engaged when the panels are quick to navigate and provide a really clear sequence of events so that they can be read rapidly and clearly. When done perfectly, with additional use of shapes and guides to draw the eye around the page, static panels can feel fast and alive in a really involving way. Moon Knight #5 is great at arranging panels and the events within panels to provide clear snapshots of the ongoing action and to make these snapshots very seamless and organic to read quickly.

 The above sequence is a great example of this: the panels show the three key moments of the scene (Moony grappling with thug, Moony tossing thug, and thug breaking himself on the railing) in a really clean way. Of particular interest in this sequence is how the thug, moving from left to right traces an arc, that takes advantage of our eyes natural progression across the page, to actually capture the feeling of the motion of the toss. It's great comics.



Moon Knight also has some really fantastic examples of fractured panel composition. Continuous composition, which I describe above, shows clear intermediate steps and leads the readers eyes through the composition and along motion vectors, is really good at making a sequence feel quick and kinetic. Fractured panel composition, which is deliberately showing images that don't connect and which have vectors of motion that do not sync up. This discontinuity makes each panel feel heavier: readers have to spend more time on each panel to understand how they relate and how to navigate through the page which makes each panel feel more significant and impactful. This is isn't graceful, this is dragged out, fuck-punching. 

The above collection of panels is a great example of this: as Moony beats the shit out of sideburns thug, there isn't a clear sequence of events from him brandishing his baton to cocking the guy in the face to kneeing him in the stomach to braining him. Which makes each panel a little surprising, and requires us to stop and figure out whats happening at each step. The panels also have very different vectors of motion: the first panel looks to be primarily coming out of the page while the second panel goes bottom left to top right, the motion of the third panel is upward-right, against the grain of the reader carriage-return, and the fourth panel is straight down. It's choppy to read but in a way that enhances the action.

By varying the two approaches throughout the comic, quick elegant violence and brutal, disjointed beat downs, Team Moon Knight gets the best of both worlds: the overall action manages to feel overall quick but punctuated by bone-crushing moments of extreme impact. Alternating panel pacing like this also helps keep the comic interesting. Readers are constantly being forced to adjust the pace of their reading and contend with these different modes of storytelling. And this challenge forces the reader to pay attention and actively decipher the violence. Which is a smart choice.



Long boring action scenes in Superhero comics tend to be weirdly sterile affairs. I mean sure, all of Metropolis might get destroyed in an orgy of property damage, and people are presumably killed in the process, but what we are shown is often nigh-invulnerable superbeings walloping each other while suffering only the most superficial of injuries. In real life violence does not just tear a costume or scratch a person up. Real violence is horrifying and has consequences.

Okay, I play beer league soccer because soccer is fun and jogging is awful, and right now I have a grotesquely swollen and bruised ankle from a sprain I suffered for having the hubris to try and change the direction in which I was moving. Not, you know, being kicked down the stairs by a crazy man in a mask or punched through a wall by a Spacegod. This wasn't even violence and I am hurt in a way that makes standing extremely sucky.

Watch MMA and you will see actual violence: dudes who are fucking beating the shit out of each other for our entertainment and suffering potentially mutilating injuries. (Which is why I cannot watch that stuff...) Humans when beating on one another are damaged and suffer. When scary people set out to hurt each other, people are actually fucking hurt. That is the nature of violence. When a protracted fight scene features untouchable beings throwing lazer beams at one another it does not connect to that frightening, lurid reality and as a result feels inauthentic. 

Moon Knight #5 is one of the most graphic depictions of realistic injury I have seen from mainstream comics. I mean, there are comics where more people are killed, but the granular depiction of realistic injury: the broken wrists, snapped legs, smashed in faces, in this comic are real and viscerally authentic. These are people being hurt in the way people are hurt when terrible violence is done to them. Moon Knight #5 is a comic that when it kicks you in the gut you fucking vomit. And this dedication to depicting the consequences of the action goes a long way to making the action feel real and feel like there are actual stakes. By making everything so goddamn cringe worthy, MK5 makes it impossible to be bored.



Another problem with drawn out superfights is that they tend to be surprisingly unimaginative. Page after page of dudes flying and punching one another in similar ways is not all that engaging. In all things in life, variety is super important.

Moon Knight #5 does a fantastic job of being creative with the application of violence. Moon Knight beats down each thug in a different way while relying on a variety of weapons and tactics in slightly different situations. Like, take the two sequences above where Moony uses the same weapon to dispatch Spider-head and SWAT-ginch thug. Both of these sequences are nothing like each other, and also kind of horrific snowflakes of originality. How often do you see a shuriken driven through the floor of a man's mouth, or a goon tripped down stairs by having a foot stapled to a tread? Not very often in a superhero comic, yeah? And Moon Knight #5 is full of these wild, bizarre feats of asskickery and its this constant experimentation with showing different examples of violence that helps keep such an extended action sequence feeling fresh.

And really, Moon Knight #5 is a comic where a baseline human dispatches other baseline humans on a stairwell. It is both a testament to Team Moon Knight and an indictment of the rest of the superhero comics industry that this very mundane premise is the most creative superhero action sequence I have seen in a long time. In comics where impossible people fight in impossible ways where literally anything imaginable can happen, there shouldn't be boring repetitive action. Ever.

So yeah, if you ever are wondering how to make protracting action super engaging, take a long hard look at Moon Knight #5. Go! Find a copy! 


Previously:
Monitoring Moon Knight #2

Wednesday, 16 July 2014

So I Read Prophet: Empire

A 250 word (or less) review of Prophet: Volume 3
by Brandon Graham, Simon Roy, Giannis Milonogiannis, Joseph Bergin III; Image Comics



Prophet: Empire continues the streak of Prophet being the most intriguing Science Fiction comic I'm reading. Empire brings the focus back to the Earth Empire and the summit of diverse Johns congregating following the activation of the beacon by the New Father while also touching base with the old man prophet and his counter-Empire team as the series builds momentum towards a cohesive integrated narrative. I've more or less said it all already: Prophet is that rare Sci-fi story that creates a truly alien future filled with challenging and strange concepts, creatures, and adventures and is a comic series filled with truly impressive artwork. It's great comics. But the thing that Prophet: Empire emphasized for me about the Prophet series is that it's kind of totally rad. Like, for all of its elegant designs and thoughtful Sci-fi, a lot of stuff in the series happens mostly because it would be totally cool. And I think this sense of fun is one of the cornerstones of why I like Prophet so much: it's pretty special to read a comic with such an aggressively auteurish sensibility that still manages to take such infectious pleasure in goofy tangents and over-the-top badassery. So, yeah, Prophet: Empire is the newest chapter in the big deal Science Fiction epic that is also totally bitchin'.

Word count: 218

Previously
So I Read Prophet: Remission

So I Read Prophet: Brothers

Monday, 14 July 2014

Deep Sequencing: Atomic Robo Timeline pt. 4

Or a graphical timeline of the first 6 collected volumes of Atomic Robo
by Brian Clevinger and Scott Wegener, Red 5 Comics



Atomic Robo is the fantastic, funny comic about, well, Atomic Robo, the adventuring Action Scientist invented by Nicola Tesla. It's an infectiously fun to read comic that is also constructed in really smart, really unorthodox ways. One of these interesting creative decisions is how Atomic Robo uses time.

A lot of comics, particularly the more superhero-y comics have a weird relationship with time. For the most part time in these comics time is squishy, where publication order does not equate to narrative order and Batman is perpetually the same age despite having stories clearly set in multiple decades. In these comics time is less about an exact measure of time than a... kind of inconvenient medium that events pass through.

Atomic Robo, which is a comic about an ageless robot going on Science Fantasy adventures, has really rigorously annotated time settings. Nearly every story not only has the year it is set in, but even the month and day. As a result, the Atomic Robo comic works like a kind of time capsule of human history during the century (and counting) of Robo's life. It makes for neat settings for stories and a fun look at cultural differences through time. 

But beyond being a nifty setting device, this thorough chronicling of time demands a 100 year long giant graphical timeline. So, I've made one, and will update it whenever I finish another Atomic Robo comic. 


This is Version 2.1 of my Atomic Robo Timeline. The added entries are for the years 1951, 1952, and 2011.

There will be mild *SPOILERS* in the timeline. Also, there is an up-to-date text based timeline on the Atomic Robo website. So this might be kind of redundant.

Timeline legend:
Vol. 1: Atomic Robo and The Fightin' Scientists of Tesladyne
Vol. 2: Atomic Robo and The Dogs of War
Vol. 3: Atomic Robo and The Shadow From Beyond Time

Vol. 4: Atomic Robo and Other Strangeness
Vol. 5: Atomic Robo and The Deadly Art of Science
Vol. 6: Atomic Robo and The Ghost of Station X



Previously:


Friday, 11 July 2014

Deep Sequencing: The Ghost of Station X-Plosions

Or simple layout choices that make for more exciting explosions in Atomic Robo and The Ghost of Station X
by Brian Clevinger and Scott Wegener, Red 5 Comics



Atomic Robo is, I think, best known for being an excellent adventure comic filled with action and humour and a bent towards being respectful and friendly to a large and diverse audience. The thing is, Atomic Robo is also a really well put together comic built around some pretty intricate, high concept stories and with some really deft artwork. And I want to take a look at a sequence I think is especially well put together in Atomic Robo: And The Ghost of Station X.

There is will be very mild *SPOILERS* in this post for Atomic Robo Vol. 6. Be aware.



So this page here I think is really, really well done. At first glance this page is deceptively simple, Atomic Robo shoots a helicopter he is perched on, falls to the ground, then does a jumping punch thing with an explosion. Comics! But the thing is, this page has a really efficient layout that makes excellent use of the way our eyes naturally track around the page to enhance the motion and emotion of every panel in the composition. 




Every panel transition in the composition is designed to take advantage of the movement from panel to panel to capture the moment. In the first two panels, the direction of Robo's gunshot is right along the left-to-right eye path, so we get to fly along the bullets trajectory into the helicopter rotors. The second to third panel transition takes advantage of the carriage return of crossing the page to follow the path of Robo falling from the damaged helicopter. Then the third to fourth panel transition goes down the page and matches the path of the helicopter crashing. And finally, the fourth to fifth panel transition follows the angled onomatopoeia to trace the path of Robo performing his leaping tackle, framed by the explosion. In each of these instances, the eye path matching/guiding enhances the speed and emotional weight of every shot, drop, crash, and explosion in the composition. Individually every choice is great comics. 




The other cool thing about this page is that these same elements that increase the weight of every moment in the sequence also help the reader see the key moments more quickly. This speed of navigation makes this page not only full of emotionally charged action, but also very quick feeling action. It's a fantastic action page and really, really smart comics. Atomic Robo, it's great stuff.

Previously:


Wednesday, 9 July 2014

So I Read Atomic Robo And The Ghost of Station X

Or a 250 word (or less) review of Atomic Robo: Volume 6
By Brian Clevinger and Scott Wegener, Red 5 Comics




Atomic Robo is an interesting comic. You could aptly describe it as an all ages, fun adventure comic with a really snappy sense of humour. But you could also describe Atomic Robo as a meticulously crafted comic with some pretty challenging Sci-fi elements and complex plots. And while I would suggest that Atomic Robo is always both, different storylines can sometimes exemplify the more humour based-adventure aspects of the comic or the more daring, high concept nature of the comic. Atomic Robo and The Ghost of Station X is one of the most elaborate and unflinching chapters in the Atomic Robo saga so far. In the comic Robo and Action Scientists of Tesladyne are simultaneously recruited to solve the mystery of a missing building in Bletchley Park (of Alan Turing fame) and to send a last ditch mission to save NASA astronauts in orbital danger. What they discover will have dire repercussions for Robo, Tesladyne, and perhaps all of humanity. Atomic Robo and The Ghost of Station X, while still containing the charm and humour of the series, is a very mature comic displaying some really masterful craftsmanship. If you are looking for a serious, thoughtful Science Fiction comic (that still somehow manages to remain pretty much kid friendly), Atomic Robo Volume 6 would be an excellent choice. It's really great comics.


Word count: 221

Previously:
Atomic Robo and The Deadly Art of Science 

Monday, 7 July 2014

Motherless Brooklyn Is A Good Book

Or why you should read Motherless Brooklyn by Jonathan Lethem



Motherless Brooklyn is a pulpy detective set in modern-day-ish New York City. The novel focuses on Lionel Essrog, one of a group of orphans taken in by the charismatic Frank Minna. Lionel, along with fellow former denizens of St. Vincent's Home for Boys: Tony, Danny, and Gilbert, have grown to be Minna's men, hardboiled detective thugs working for a small time Brooklyn hustler. But for Lionel, a man who suffers from the vulgar and elaborate tics of a pretty extreme case of Tourette's syndrome, Minna and his men are the only home he has ever known. A home that in Motherless Brooklyn is thrown into disarray when Frank Minna is murdered. 

Part of what makes Motherless Brooklyn such am engrossing read is just how incongruous the whole thing is. The idea of a hardboiled pulp detective, normally a controlled and taciturn archetype, being afflicted with a compulsive mental disorder that makes him bark, randomly utter linguistic nonsense, and generally act without tact or restraint is bizarre genius. Then setting this weird pulp detective tale, filled with characters straight out of the 1940s, in the very polished world of modern New York City adds even more absurdity to the mix. And then steering this twitchy, weird literary orphan into a plot that involves a Zendo, a school of Zen Buddhism involved in Minna's murder, takes it to this place of truly platonic ideal levels of surreal. 

Paired with the zany sense of madness in Motherless Brooklyn is a beating heart of tragedy. Lionel Essrog is a pretty sad figure: for all of his detective acumen, smarts, and general likability, he is indelibly marked and isolated by his mental illness. Tourette's is a very misunderstood and brutal disease. A student in my undergraduate faculty had a Tourettic tic which caused him to incessantly hoot. And seeing how his tic, which in the grand scheme of things was pretty minor, marked him and alienated him from most of his classmates has always stuck with me. The guy was clearly quite smart, he went on to do graduate studies, I think, in a pretty good Botany department, but among our peers he will probably be remembered more as that guy who hooted than as a bosom student comrade or intellectually elite colleague. The way Motherless Brooklyn takes us inside the mind of someone with Tourette's and explores the everyday social cost of the condition really hammers home the challenges of the disease and the value of the afflicted. This is a novel that satisfies Fiction's mandate to operate as an empathy machine. 

I would recommend Motherless Brooklyn to just about anyone. It's pulpy genre heart and mystery keeps the story moving, while the sheer incongruous madness and tragic human soul of the book make it unique and compelling. Motherless Brooklyn is very much a novel that could operate as straightforward page turner as well as a piece of moving literary fiction. It is well worth checking out.

Friday, 4 July 2014

Worshipping The Wicked + The Divine #1

Or a roundup of my favourite aspects of The Wicked + The Divine #1
by Kieron Gillen, Jamie McKelvie, Matt Wilson, and Clayton Cowles; Image Comics



You know what, I'm just going to lay this out: I am probably hugely biased here. Kieron Gillen, Jamie McKelvie, and Matt Wilson are individually three of my favourite creators, and when working together, they have made some remarkable comics. Phonogram: The Singles Club is, and I will happily show you the work, one of the best made comics I've read. It's also really accessible in a way that has a fairly ungeeky coworker actively reading comics now. Young Avengers, the last time the band got together, was one of the most interesting and experimental comics being published by mainstream publishers. Having watched this team grow and develop, collectively and apart, how could I not be excited about their newest effort?

The Wicked + The Divine #1 is the second comic I've broken my tradewait for creator owned comics rule for. It is the first comic I have actually preordered properly.

So, yeah, I am an unrequited fanboy and this is going to be shaded by that.

(I feel you Laura, I feel you.)

But, I'm also going to try and be somewhat academic about this because The Wicked + The Divine #1 is also a comic which does some interesting things and some important things that I'd like to try and parse. 

There will be *SPOILERS* for the Wicked + The Divine #1.



This is a relatively small thing, but I really love the 1-2-3-4 on these pages as layout elements. I mean, it's a really clean, great way to integrate the title of the issue into the page and helps solidify the 1-2-3-4 (and indirectly snapping) as important motifs for the issue, but its also really smart reader guiding. Two pages with the same, regular panel layouts, especially without a direct narrative sequence of events (due to time jumps) risk being read accidentally as a single double page spread instead of two discrete pages. The 1-2-3-4 functions to inform the reader that the two pages are separate and provides the correct reading order. It also, in a less direct way, helps set the feel of time passing in the event montage. It's, in the grand scheme of things, a small choice that is really effective.



One of the my favourite things about Gillen/McKelvie/Wilson joints are how they play with the idea of magic in comic books. In Young Avengers they effectively broke the rules of comics to showcase the supernatural: the idea being that comics-as-usual represent reality and things that break the conventions of this represent the impossible happening. WicDiv continues this, but in a (and this is going to sound a bit crazy in a minute) more restrained and thoughtful way. I love this panel here as an example of this in WicDiv: Luci, who is kind of Satan, is about to reveal her wicked/divine nature and make some miraculous shit happen. The lighting has changed and critically, Luci's body breaks the comic rules and becomes spot coloured as the very fabric of the comic reality is being undone by her godly powers. It's a very smart visual cue. 

I am also in love with the way Luci's black forelock, askew, resembles a devil's horn. This is the kind of tiny, smart choice that I love about this creative team.



The showcase act of divine magic in WicDiv #1 are the exploding of heads. Again we see the rules of comics break down, replacing the modern colouring of the main narrative with a boiling cauldron of popart excess. Again we see spot colouring, a white background, and a colour scheme straight out of a Roy Lichtenstein explosion. (And, I strongly suspect some very cool 3D effects on the last head-plosion [right], although I lack the necessary spectacles to test this.) This is a visually impressive representation of magic. 

It's also so fucking thematically perfect it makes me spin. Luci the David Bowie-esque literal Devil makes people's heads explode in popart. 

Just chew on that for a bit.




All of that aside, I think the most important thing Team WicDiv accomplished in their first issue, even more than establishing the premise, is making Luci charismatic. For this series to work, especially given the cliffhanger, we, like Laura, have to BELIEVE in Luci. And for that to work Luci has to be everything we want in a cool, sexy, smooth Lucifer. We have to be convinced, seduced, and terrified. We must feel Sympathy For The Devil and be scared shitless by Satan. And The Wicked + The Divine fucking nails it.

And they do it with the perfect balance of character design, facial acting, and dialogue. For what it has to be, it's perfect.

I love Luci.

(I totally think she's lying.)