Monthly Archive: April 2023

Chivalry by Neil Gaiman and Colleen Doran

Stories about old people who are happy and content being old, who stoutly resist fantastic temptations otherwise, are I think always the products of much younger people. Actual old people are much less sanguine about looming death, I find, less likely to smile indulgently at mantlepiece pictures of themselves in their younger days, sigh contentedly, and turn their faces away from mysterious elixirs and fabulous potions.

Neil Gaiman was barely thirty when he wrote the short story “Chivalry” in the early 1990s. It’s a light, mostly humorous story. But it’s very much the humor of someone quite young looking at someone else who is quite old, at a light, humorous distance.

Chivalry was turned into a graphic novel recently – just about a year ago – by Colleen Doran, who apparently scripted this version as well as doing all of the art in a variety of styles. (Lettering is by Todd Klein. There’s no sign Gaiman did anything for this edition other than say the word “Yes” and sign some manner of document.)

Lots of Gaiman stories have been turned into individual GNs over the past decade or so – I count a dozen on the “other books” page here, plus multi-volume adaptations of American Gods and Norse Mythology – but he’s probably written close to fifty stories in prose [1], so the well will not go dry any time soon.

This is one of the lighter – I’m pointedly not saying “lesser,” but we’re all thinking it – stories, though Doran brings a formidable, and frightening, level of art firepower to this piece, depicting some pages as medieval illuminated manuscripts and explaining in an afterword the extents she went through to find photos of the actual rooms of the real house Gaiman was thinking about for his protagonist back thirty years ago. (One might think that’s all rather more effort than Chivalry required, but it’s not for us to say, is it? The final product is indeed lovely throughout.)

So: pensioner Mrs. Whitaker finds the Holy Grail in her weekly trip to the Oxfam shop in the high street. She knows exactly what it is, and that it will look nice on her mantlepiece. Soon afterward, the parfait gentil knight [2] Galaad arrives, asking politely if he may have it, since he’s on a quest from King Arthur, with a fancy scroll to say so.

Gaiman, as usual, is not doing the collision of high and low speech thing, as other writers might. Galaad is high-toned, and Mrs. Whitaker is sensible and middle-class, not some comic-opera Cockney. They have polite, friendly conversations, with no hint of drama or conflict. Mrs. Whitaker simply wants to keep the Grail; it looks nice where it is.

Galaad returns several times, with more-impressive gifts to entice Mrs. Whitaker. What he does not do is listen to her, ascertain what she wants, and try to deliver that – that would be a more serious story, and not the one Gaiman apparently wanted to write in 1992. Galaad just wants to find the thing that will get her to agree to a swap, and he does, in the end, since this is a light fantasy story.

The prose “Chivalry” was a pleasant quiet thing, all about what wonderful characters the plucky elderly British ladies of the war generation were, basically a love letter to Gaiman’s grandmother’s cohort. The graphic version keeps the tone and style, and adds a lot of very pretty art, some of which is incredibly fancy and detailed. It is still a very light, fluffy thing, which only very slightly connects to actual life, but this is a very good visual version of the thing this story always was.

[1] It’s difficult to count, since his collections differ by country and mix in a lot of poetry, and he’s also done a lot of chapbook and small-press publications over the years. When you’re the subject of a rabid fandom, you can publish in all sorts of complicated expensive ways and people still buy as much as they can.

[2] OK, Gaiman doesn’t actually phrase it that way. But it is still true.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Maybe an Artist by Liz Montague

I say this a lot, but audiences are important. If you’re putting something out into the world, and don’t have a sense of who would care about it, it might be because no one will.

But “people like me” is a valid answer. “People like me at age 10” is an even better one. People get quirkier and more specific every year they live; every eighty-year-old is an entirely different microsegment. But kids are still early in that journey; they’re weird and particular but still care about a lot of the same things.

And a good “this is the kind of weird kid I was” book is always welcome. Maybe an Artist  is that kind of book, from cartoonist Liz Montague. It is about her childhood, and it is aimed at people who are children now – or who will be children when they read it; there’s no reason it won’t still be read in thirty years, by the kids of the kids reading it now.

Montague has had cartoons published in The New Yorker, had a strip called “Liz at Large” in Washington City Paper, and did other pretty high-profile cartooning gigs (a Google doodle! illos for the Obama Foundation!), even though she is, if I’m counting correctly, only about twenty-seven.

She gets into that quickly at the end, but Maybe an Artist is about how she got there – it’s the story of how drawing and art were important to her as a child, starting at the age of five in 2001. It’s really tightly focused on Montague, and deeply in her head most of the time. The external stuff of her life is included, some of the time, but it’s all about Montague, and, in the end, all about the pull of creating art and cartoons.

It won, eventually. We know that, because we have the book. But it wasn’t the path Montague or her family thought she was on – she was supposed to get an athletic scholarship to a good school, study something that would lead to a “good” career, and move forward. (And she did a lot of that: Maybe an Artist might be helpful for a lot of driven kids, or kids with demanding parents, to show how you can mostly follow the path laid out for you and still get to exactly the place you want to be.)

Here’s an example: the back cover mentions that the book includes how she “overcame extreme dyslexia through art,” but the book itself never uses the word “dyslexia.” Montague shows her problems with letters, and how she used art to work through it, but this is not a book about problems, or about diagnoses – it’s not that kind of YA graphic novel at all.

Montague has a cartoony, immediate style throughout, and keeps her young self front and center in the book – most of the panels are about Young Liz in one way or another, and Montague gives her younger self a lot of great facial expressions. She also lays out the book in a light, breezy way, with panels most of the time, filling up most of the page a lot of the time, but spilling out or vignetted regularly as well, to give more energy and life to her story.

This is much more a a purely YA book than I usually read; the audience is very much young maybe-artists. But Montague’s voice is true and straightforward and helpful; she gives a great account of the struggles and turmoils of her younger self. So there are joys, even for those who are very much past the maybes of their younger lives.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

Danger and Other Unknown Risks by Ryan North and Erica Henderson

I have no idea why this very specific and distinctive book has such a generic-sounding title. I could make up stories of epic battles behind the scenes, with different factions jockeying for utterly different titles (How Daisy Saved the World! My Y2K Story – Really! The Second-Worst Journey in the World! What I Did on My Summer Vacation World-Saving Trip! My Story, by Marguerite de Pruitt!), and only able to agree, after months of internecine warfare, on this one. But that would be entirely fictional, if amusing.

What we have is Danger and Other Unknown Risks , a title which could apply to practically any adventure story ever told. This one is written by Ryan North and drawn by Erica Henderson, the team that did the Squirrel Girl  comic for several years to vast acclaim and strong sales and the adoration of a huge number of fans, more of them small and/or female than was typical for a Marvel comic.

The cynical side of me assumes that they did Danger so they could have something similar that they would own; the sunnier side of me assumes that they liked working together so much that they just had to do it again. Either way, this is very much the same kind of story: spunky, young, optimistic heroine in quirky adventures across a world that needs to be saved. Marguerite, though, does not have the plot armor Doreen Green did, does not have any superpowers – she has one spell, which has different effects in every realm and borderline useless everywhere – and, even though she is a well-trained Chosen One, her failure is very much possible.

Our world has been transformed. Y2K happened – several hundred years ago, we think, while being a bit vague on how many hundreds – but was instead a magical transformation. The world is now radically balkanized, with obvious borders between different magical zones where physical laws can work entirely differently. (Our heroine, Marguerite, tosses a toad across borders as a testing mechanism, which implies some places don’t support biological life at all…but we don’t see any of those potentially fatal realms in this book.)

Marguerite has been sent by her uncle Bernard – this is the kind of “uncle” like Donald and Mickey and Scrooge, where the actual parents, if there ever were any, are never even mentioned – on this world-saving mission, along with her companion, the talking dog Daisy. The two need to find three specific artifacts and bring them back to Bernard, who will use them in a massive spell that will Save the World. The world needs saving, Bernard says, because the magical realms are diverging more and more every day, and that will eventually Destroy the World if it is not Saved.

Readers of books for younger people may guess that Not All Is As It Seems. Marguerite and Daisy discover Shocking Revelations and The Real Truth and have to Change Their Mission. But they’re always going to Save the World. Along the way, they steal those three artifacts of the Before Times, run away from and/or confront various nasty or otherwise opposed forces, meet some friends and helpers, and, as always with North/Henderson stories, model positive friendship at all times.

Reader, they do Save The World. How could they do otherwise? And if you’ve been looking for something to scratch that phantom Squirrel Girl itch, this is exactly the thing for it.

Reposted from The Antick Musings of G.B.H. Hornswoggler, Gent.

REVIEW: Batman: The Doom that Came to Gotham

The latest Warner Animated DC feature film adapts the 2000-2001 Elseworlds miniseries Batman: The Doom that Came to Gotham. The fun of the Elseworlds comics, and soon the live-action versions under the new artistic regime, is taking the familiar and imagining them in other times and other places. Here, we do back to the early 20th century and overlay it with a dose of Loftcraftian horror.

Cowritten by Mike Mignola and Richard Pace, two men better known for their artistic skills, this story was designed for visual impact, something Troy Nixey did well in print, and the animators from Jase Ricci’s script and co-directed by Sam Liu and Christopher Berkeley, replicate nicely.

Basically, an arctic expedition headed by Bruce Wayne (David Giuntoli), sent to check on a previous team led by Professor Oswald Cobblepot (William Salyers) reveals horrors and a missing professor. The only surviving is Grendon (David Dastmalchian), but there’s something definitely off about him, so of course, they bring him back to Gotham City.

There’s a mystery to be solved, so the millionaire adventurer dons his cape and cowl and, accompanied by Kai Li Cain (Tati Gabrielle), Dick Grayson (Jason Marsden), Sanjay Tawde (Karan Brar), and Alfred Pennyworth (Brian George), he goes on the hunt.

The great Gotham City triumvirate of Bruce Wayne (David Giuntoli), Oliver Queen (Christopher Gorham) and Harvey Dent (Patrick Fabian) come together at a dinner hosted by the famed archer as the action begins to heat up .

Complicating matters, she tends to, is Talia al-Ghul (Emily O’Brien), seeking a way to resurrect her deadly father, who was responsible for Thomas and Martha Wayne’s death two decades earlier. Toss in Oliver Queen (Christopher Gorham), James Gordon (John DiMaggio), Lucius Fox (Tim Russ), Harvey Dent (Patrick Fabian), Barbara Gordon (Gideon Adlon), stir in a dash of demon, place on a low heat and let things simmer.

If anything, the leisurely pacing of the story hurts it as does a less than clear narrative, so you’re not as fully engaged in the goings-on as one should be. It’s pleasant enough, but the makings of a much stronger, scarier story are not used to their best potential.’

The film is available in the now-standard 4K Ultra HD, Blu-ray, Digital HD code combo pack. The 4K 2160p transfer is strong, nicely capturing the animated look and color palette. Given the appropriately unique look to this horror take on the DCU, they do a creditable job. The same can be said of the DTS-HD 5.1 Master Audio track.

As for the Special Features, you get a fine Audio Commentary with Liu, Ricci, DC creative director Mike Carlin, and producer Jim Krieg. Additionally, there is Batman: Shadows of Gotham (13:12) and From the DC Vault – Batman: The Animated Series: “The Demon’s Quest” Part One (22:18) and Part Two (22:14) [Only on the Blu-ray].