Author: Andrew Wheeler

Bad Machinery, Vol. 10: The Case of the Severed Alliance by John Allison

When last we left the Mystery Teens of Tackleford, at the end of The Case of the Missing Piece , they had mostly stopped solving mysteries, and two of the core girls, Lottie and Shauna, had just fallen out. That’s what the title refers to for this final collection: not the supernatural menace that threatens Tackleford (which is quite real and sinister), but the break between two of the main characters.

This is the tenth and last Bad Machinery collection, The Case of the Severed Alliance . Creator John Allison has a short afterword where he says his original intention was to have one case for each term of the Mystery Tweens/Teens’ seven years at school, which would have been twenty-one books. He gives a few reasons why he only made half that many stories, but I think he quietly missed the most obvious one: time. Allison is a creator whose stories take place in time. He sometimes drops back into the past – the Bobbins flashback series, for example, or, in an odd way, all of Giant Days – but time always passes in his stories, things change, and his characters grow older. The Bad Machinery stories came out about two a year, not three a year, and I think his characters just grew up, in his head, faster than he expected.

The Bad Machinery books are a creative peak for Allison – he’s had several; most people are more familiar with Giant Days – with a big cast well deployed, a complex and quirky world for them to live in and explore, wonderful dialogue on every page, oddball supernatural menaces that lurk deep in the story and only emerge fully near the end, and long rambly plots full of interesting incidents and unexpected moments that all come together for bang-up finishes. These can’t have been easy stories to plot, write and draw; my sense is that Allison is more of a plotter these days than a pantser, but any multiple-times-a-week comic is going to morph and change as the individual installments come out, so I don’t think anything quite ended up exactly the way he expected.

In any case: this is the “teens get jobs” storyline. All six of the main cast are about 15-16 here. Lotty works at the local newspaper, partially to have a work-study arrangement (called “P&Q” here, which is some British term that I don’t think is ever spelled out) [1] and partially because she is frustrated with her lack of movement in her preferred solving-mysteries-as-a-teenage career. (Yes, that is a thing in the Allisonverse, with glossy magazines and gala awards and all. See Wicked Things .) And Shauna is working for Amy Beckwith-Chilton, one of the old-time Tackleford characters, in her antiques shop, along with a young man named Romesh who Shauna found and who has a mystical ability to detect valuable antiquities among junk.

But the story is mostly about the gentrification of Tackleford: the main street is filling up with posh, expensive shops, rents are skyrocketing, houses prices are ditto, and an “Inland Marina” is being built where the kids used to swim in the local river. We also meet Sewerman General Johnson, the tough man who keeps the drains of Tackleford running, and the massive, possibly sentient, Tackleford Fatberg that he’s been trying to break up. Amy and her competitors in the very Lovejoy-esque antiques trade are chasing after the fabled cursed Pearl of the Quarter, a gem of immense power that disappeared at the death of its previous owner Tommy Binks, the man who made Tackleford the modern success it is.

Oh, and there’s something going on with Tackleford’s sister town, Wendlefield, which is as run-down and hopeless as Tackleford is shiny and expensive.

Shauna and Lottie work opposite ends of this mystery – do they eventually come to find it is the same mystery? Are they forced to work together? Is there a shocking confrontation in a half-constructed industrial scene? Has the mystic Pearl been incorporated into some weapon that threatens the whole town? Is there a fiendish villain who must be stopped? Do all of the Mystery Teens, and their new powers and abilities – I’ve neglected to mention that Mildred has been learning to drive a car! – come into play at the end? Is Tackleford saved?

Reader: yes and yes and yes and yes and yes and yes and sort of.

I would not start here, if you haven’t read Bad Machinery. Severed Alliance is wonderful and funny and exciting and marvelous, but it works much better if you know the characters. So find the first book, The Case of the Team Spirit , and start there. But Bad Machinery is awesome; you should read it if you haven’t already. And if you read it online (it was originally on Allison’s site but now lives on GoComics ), it might be time to get the books and read it again.

[1] Utterly nonamusing anecdote: on a call with some Brits this past week, I realized that what Americans call an “intern” (college-age person working in a business for a limited period of time, usually tied to and providing credit for their school) is called an “apprentice” in the UK. This, I think, is a similar issue.

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

Black Hammer: Streets of Spiral by Jeff Lemire and a cast of thousands

This post may be shorter than my previous diatribes about the wonderful world of Black Hammer, for multiple reasons. One, I’ve said most of the things I could say. Two, this is an odds and sods collection to begin with, so it’s small and random and miscellaneous and will not stand the weight of serious criticism. There may be other reasons as well, but I think those two will do.

In any case, I have written a bunch about the previous Black Hammer books – the most recent was the flashback Black Hammer ’45 , and that one links further back in turn. And, frankly, how much background do you need? This is a pastiche superhero universe, with mixed DC and Marvel influences (Legion of Super-Heroes here, New Gods there), and anyone who knows superhero comics from the second half of the 20th century will find all of it deeply recognizable.

So this is Black Hammer: Streets of Spiral . It was the ninth collection of the series, and the one that gathered all of the loose bits of string to that point: one “Giant-Sized Annual,” in case you thought it wasn’t on-the-nose enough about its obsession with ’70s comics; a one-shot called Cthu-Louise; The World of Black Hammer Encyclopedia, a very “Who’s Who”-style compendium of superhero details; and a short story from the Dark Horse Free Comic Book Day issue for 2019. The Encyclopedia was written by Tate Brombal with series-creator Jeff Lemire; Lemire and Ray Fawkes wrote the short story; Lemire wrote the rest solo. Art is by a large number of people:

  • Nate Powell, Matt Kindt, Dustin Nguyen, Fawkes, Emi Lenox, and Michael Allred for the Annual
  • Lenox with Dave Stewart (who provided colors for nearly all of these pieces) for Cthu-Louise
  • Fourteen different people for the Encyclopedia, including many of the above
  • David Rubin did full-color art for the short story
And what are these individual stories?

The Annual is one of those standard multiple-artists, multiple-heroes “special” stories, which could be assembled piecemeal, showing the whole team dealing with Problem X individually. As was the case with its models, it doesn’t add up to a whole lot in the end. There is a sub-Starro the Conqueror eyeball/squid thing, which appears repeatedly out of the Random Mystical Zone and which has to be punched back out of the normal world. It is, repeatedly – this is a superhero story, after all.

What what does it all mean, ask our heroes in the end?

Well, probably nothing. In a regular superhero universe, it’s either space-filler or a set-up for a crossover. In Black Hammer, it’s just yet another kind of indulgence.

Cthu-Louise is very familiar; the character (and her father, the former supervillain Cthu-Lou) have appeared at least once before, and the plot beats here are very similar. Louise is a teenager with a alien-god squid head, which makes her unpopular, and she wants to fit in. Eventually, she does.

The Encyclopedia is a collection of pages on all of the major characters that have appeared in the various Black Hammer comics to this point, with first appearances and power levels and known family and all that bumf. It is much odder when it’s about a world created by one guy, in one series of stories, over only three or four years.

And the short story is the most forgettable, functioning mostly as a teaser – well, it was in a FCBD comic, and that’s the whole point of the thing – for both past and (I assume) future Black Hammer stories.

If you like Black Hammer, this is a bunch of minor Black Hammer. If you like vaguely ’70s-esque, vaguely Big Two-ish comics, you will like Black Hammer. And god knows there are more of you out there than I want to believe.

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

Saint Cole by Noah Van Sciver

There is no Saint Cole. No one was ever canonized under that name – there is a Saint Colette, but given the subject of Noah Van Sciver’s graphic novel, there’s no chance that’s the reference meant. It is not the name of a town. It is not metaphorical; there is no one named Cole in the book.

“Saint Cole” is a random squawk, emitted by a minor character whose whole point is that he’s mentally damaged. It is meaningless. I have no idea why it’s the title of this book. There is something vaguely ironic that the story of a man named Joe who is deeply unsaintly is named Saint Cole , but 99% of life is that ironic to begin with. It’s not much to hang a story on.

Saint Cole is the story of an alcoholic, a loser who thinks he isn’t a loser, a bad man who thinks he’s pretty good. I find that I have less and less sympathy for characters like that every year, so I may not be giving Joe his due here.

But, to be honest, Joe isn’t due much. Sure, he works long hours, but he’s a jerk who drinks too much, has no aims or plans, and is unpleasant to everyone around him pretty much continually. Just working hard doesn’t buy you anything.

Joe is a waiter at the restaurant New Yorkies, in some minor city somewhere: it’s roughly walkable, so it’s not deep suburbia, and Joe lives in an apartment with a parking lot. He’s in his late twenties, living with his girlfriend Nicola and their baby son. They’re just barely making it: Joe takes every last shift he can, working every single day, and Nicole stays home with the baby, which Joe resents. Over the course of four days, starting on a Saturday, Joe…well, I shouldn’t give it away. But Joe is a loser and a fuck-up, so he fucks up and he loses things. Take that as read.

Angela, Joe’s mother-in-law, moves in with them on the first day, which adds to the friction. He doesn’t like her, for reasons that don’t seem sufficient. But then, Joe hates just about everyone and everything: he doesn’t seem to need reasons. He’s just that kind of young man, fueled by anger and self-loathing and loathing for everything else in equal measure. Oh, and by alcohol. He’s fueled by a lot of alcohol.

Saint Cole is the story of Joe drinking and then fucking things up, to to give a quick log-line. I called him an alcoholic before, but he really comes across as a drunk: a guy who isn’t compelled to drink; he just drinks because he wants to, and he always wants to drink more. That kind of guy can easily turn into an alcoholic, but I don’t think Joe is there yet.

Yet.

Van Sciver draws this in a mostly indy style, more conventional than I remember his The Hypo  being. It’s all thin lines, lots of details of dingy rooms and sad lives: indy in the matter and the style equally.

I’m not a good reader for a book like this, and I can’t really recommend it. If you like stories of self-destructive losers more than I do, you might take a look. It’s smartly written, it looks good, and Van Sciver tells the story well. But it’s an unpleasant story about an unpleasant man, and all I felt at the end was happy that I didn’t have to spend any more time with Joe. 

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

Hearts at Sea by Pedrosa

Jean-Paul is living in some minor city in France, probably near the German border. He works in his family’s business – something to do with handcrafted wooden toys – and is old enough to have struck out on his own or aimed at his own goals in life. But that has not happened: he’s quiet, and solidly under the (comfortable, friendly, but still smothering) guidance of his mother. His friends seem to be all connected to the business, his life is quiet and circumscribed, there’s no sign he’s ever had a girlfriend or lover despite endless fantasizing about a woman he meets while jogging every day.

One day he snaps, for no obvious reason. He’s supposed to do yet one more thing for his mother and the business, but, instead, goes off on a cruise. It’s not clear where the boat is going – my guess is out in the Atlantic, maybe to the Canaries or Azores? but it could also be the Mediterranean. It’s sunny and warm, and he’s part of a group of mingling singles, which he does not fit into at all.

Hearts at Sea  was (Cyril) Pedrosa’s first solo bande dessinee, published in 2006 after a few collaborative works and a few years in the animation mines. It’s remarkably quiet and assured, entirely focused on Jean-Paul though viewing him entirely from the outside in a naturalistic way. We can assume Pedrosa sympathizes with Jean-Paul – that’s why he’s telling this story, right? –  but we never get into Jean-Paul’s head or entirely understand him.

But then, do we ever understand anyone? I don’t know if I could honest say I understand myself.

This is Jean-Paul’s story, in one album-length book. It takes him from that point where he’s clearly unhappy in his life, and unsure what to do, through an eventful cruise – though not eventful in any of the ways he probably fantasized or hoped for; he’s not good at interacting with other people and not entirely clear on what he wants or how to get it – and to the point where he makes a major life decision at the end.

So it’s a low-key story, entirely on an interpersonal level. There is some action; single cruise ships do lend themselves to some activities, particularly those fueled by intoxicants. But it’s, in the end, a story about people, and mostly this one person.

Pedrosa did bigger stories after this, and became even more assured – Three Shadows, which I still think is a masterpiece, came immediately afterward – but this shows well his strengths. There’s the rumpled people, the precise colors, the creased and individual faces, the occasional visionary sequences, and the deep understanding of people. It was a fine start , and it’s still a fine book.

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

Billie Holiday by Munoz and Sampayo

I should tell you their first names, though the book doesn’t: Jose Munoz and Carlos Sampayo. Munoz is the artist; Sampayo is the writer. They’re both Argentine, though they mostly worked in Europe, over the past forty-plus years. Both still alive, as far as I know, now in their upper seventies.

Billie Holiday  was written in Spanish, originally published in 1991. It’s had editions in English since then – I have no idea if it’s always been the same translation. This one is from NBM, and came out in 2017. It includes a long discursive introduction about Holiday by Francis Marmande, who I gather is a prominent French writer on jazz. The introduction tells us her story in an in-your-face, demanding style – not unlike the book itself, though in a different way – probably in part because the comics pages themselves will only lightly touch on that story.

This is a biographical graphic novel, or bande dessinee – Holiday was a real person, and this book tells stories from her real life, as true as any other book about historical people. But it’s not her whole life, or a carefully-organized life: it’s scenes from her life, mostly out of context, as understood or experienced much later.

Holiday was a jazz singer, and writer of her own songs – among the best of all time in the former, and not too shabby at the latter. She was Black and a woman in a time when either of those things was a burden and both were an iron cage. She was an addict and a stormy personality, I think – the book and the introduction are more poetic about it – which didn’t help, but who ever min-maxes their own life to be the most successful version of themselves? She achieved a lot. She fought hard. She died young.

This book is about her only at a distance, for all she’s on a majority of the pages. A reporter is working late at night, thirty years after her death (so in 1989 – farther back from our today than Holiday’s death was from his), suddenly having to write a feature article about her for the anniversary, for some unnamed publication that clearly is really bad at planning out their editorial calendar. The book we read is…his thoughts as he writes that article? What he learns about Holiday that long night? Somehow that article as transmuted into comics pages? I’m not sure the frame story actually makes any sense, or is necessary: we don’t need to have Holiday’s story mediated by some white guy thirty years later.

But it’s the way Munoz and Sampayo told this story: it’s the way we get it.

Think of it as a jazz improvisation, I suppose: talented creators stepping up into the spotlight, picking up their instrument, and playing the melody, but doing it their way, however feels right, that night and on that stage.

We only see Holiday as an adult, only after she’s already famous. The scenes are not dated, but seem to be basically in chronological order. Call it mostly the 1950s; the last decade of her life. It’s mostly set at night, mostly at times when things aren’t going well for Holiday. Almost as much about her great collaborator and friend Lester “Prez” Young, as about her alone – maybe what I mean is that it’s largely about his influence on her, though Holiday comes across as someone who would not let herself be influenced, who did what she felt she had to do (songs or men or drugs or whatever) at the time, no matter what the consequences.

Sampayo provides that quirky structure, the story that flows around and through her life, the frame-story of someone presumably not all that different from Sampayo himself, considering this story so many years later. Munoz provides the atmosphere: he’s one of the most distinctive artists in the world, tormented sweaty faces emerging from his blocky, utterly compelling slabs of ink.

This is probably a book largely for people who already know at least the outline of Holiday’s life; you won’t learn things very clearly here. Or, more obviously, for fans of other works by Munoz and Sampayo.

The best way to discover Holiday is through her songs: I’d recommend “Strange Fruit ” or “Crazy He Calls Me ” or “Easy Living ” as places to start.

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

Lydie by Zidrou and Jordi Lafebre

Where are we? “Mustachioed Baby Court,” a small cul-de-sac notable for a defaced billboard that is a quirky local point of pride. Where is that? France, definitely. More clearly than that, well…it’s in the residential area of some city. That’s all we need to know.

When are we?  A tombstone tells us this is 1932 – time will move forward from there, but it will all seem quietly interwar, entirely on this street and away from anything of the wider world.

And what kind of story is this? It’s not far from magical realism, actually. A small community, with quirky personalities and rituals, narrated by a religious statue, about something impossible that the community believed in enough to make it something like real.

Lydie  is a graphic novel, a bande dessinee. Written by Zidrou, drawn by Jordi Lafebre. Published in French in 2012; translated into English for this edition in 2018. Available only digitally, as far as I can tell.

Camille is a young woman, in childbirth as the story begins. She’s mentally slow, the locals say, and no one is quite sure how she got pregnant or who the father is; the assumption is that someone took advantage of her. She’s been raised by her father, Augustin, after her mother died delivering her. All of the locals watch out for her, more or less – they’re not all nice people, or always helpful people, but she’s one of them, and they take care of their own.

Lydie is Camille’s baby. Lydie did not survive. This is the story of how Lydie grew up, on Mustachioed Baby Court.

Camille insists that Lydie “came back,” fussing over an empty cradle a few days after the funeral. And the whole community…humors her, for the next twenty years or so. Fussing over the imaginary baby, making a seat for her in classrooms, talking as if she’s there all of the time.

Lydie, of course, is not real. She’s the hallucination, or pretense, of a grieving mother. But Lydie is startlingly consistent – her schoolmates all independently draw her the same way, everyone knows what she likes, and so on. She’s very much like a specific person, even if she’s invisible and not actually in existence.

Zidrou’s people and narrator talk almost like fables, to keep that magical realist feeling: a little broader than normal, a little more generalized. And Lafebre draws it all in a slightly cartoony style, faces a little more rounded and exaggerated than real life – both of them are making it clear this is A Story, and a particular kind of story at that.

And is Lydie real? Well, the last couple of pages will make a case in one direction: it’s up to the reader to decide. But, then, it’s always up to the reader to decide, no matter what the book or the question.

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

Enigma: The Definitive Edition by Peter Milligan and Duncan Fegredo

There will probably be spoilers. If you worry about such things on a thirty-year-old obscure Vertigo comic, well, I wonder how you manage to live in the modern world, but go off and read something else on the Internet instead.

I don’t think I read this the first time out. I think I’d remember it. But it also is very much the kind of thing I was reading in 1993: I followed nearly all of Vertigo, and was a fan of Peter Milligan’s writing. So I both don’t know how I missed it and can’t figure out how I could have read it and utterly forgotten it.

I’m talking about Enimga: The Definitive Edition , a spiffy new-ish edition of an eight-issue comics series from those heady early Vertigo days, when it was “superhero comics with adult themes” and not “HBO-style shows in comics form.” Ah, were we ever so young! It was written by Peter Milligan, in the middle of his Shade the Changing Man run, and drawn by Duncan Fegredo with colors by Sherilyn Van Falkenburgh.

And, to be reductive, it’s the story of an sociopath. A mass-murdering sociopath, who either has never been socialized at all or is the usual pulp-fiction mutant who is better than humanity and so entitled to treat us as we treat ants. (Or, perhaps, both.) We think he’s a superhero, throughout most of the story, because he wears a funny costume, because someone very much the same was in an old comic book, and because he seems to be killing villains. But we learn – and, if we’re any good readers at all, we suspected this much earlier – that he made every one of those villains, and so is both directly a murderer and someone who has deliberately created mass-murderers. I don’t think there’s even a word for that. 

We are supposed to be on his side, because He Is Sad, and because he has a sexual relationship with the narrator. I say “has a sexual relationship,” clinically, because I doubt he feels anything like “love” – I’m pretty sure he feels no human emotions of any kind – and the guy he has sex with is in love with him for those same manipulating-humans powers that he used to create mass-murderers.

Yes, I’m talking about Enigma: our title character. This is the story of a young man with fabulous powers and a bizarrely impossible upbringing, whose interactions with the outside world are about 95% murder, but, on the other hand, he’s a tall attractive man with cool clothes. And apparently that is enough to make a mass-murderer into a hero.

I don’t even want to get into whether this was a positive or negative depiction of a gay man. (Wait. Am I kidding? A mass-murderer who literally turns another man gay to love him? I would struggle to find anything positive there, other than “it was 1993, and a gay man existed in comics. Yay!”)

OK. It is stylishly written, and even more stylishly drawn. Fegredo starts out scratchy, maybe even shaky, but he settles down, and the style suits the story very well. It is full of mysteries, and the reader does not realize how horrible Engima is until said reader is near the end of the book.

And our viewpoint character is, thankfully, not a mass-murderer. Michael Smith is instead one of life’s small losers: not very important, not very interesting, not very memorable. But he’s at the scene of a murder by a bizarre villain, and remembers that villain from his old childhood Enigma comics, and that sets off the whole plot, as he starts to think he’s central to all of the craziness. He’s not wrong , but he’s not exactly correct, either.

As I said above, he does find Enigma – the live person now using that name, as well as the crusty old writer who made the comics stories twenty-five years earlier – and fucks the former. He learns that Engima has massive, bizarre powers, but none of us learn why. Perhaps just because it was 1993 and this was a DC comic book; there had to be someone with superpowers in it.

This is a well-crafted, smart, intricate story that seems, at this distance, to be an apology for an appallingly horrible person. Enigma would be a villain in any other comics story, and rightfully so. A pitiable villain, and one that could potentially be redeemed, but, still, the mass-murder thing is hard to overlook.

I’m not sorry I read this, but all of the praise as a “lost classic” seems vastly overwrought to me. It was an attempt to have gay men in comics, yes, and it was not entirely a failure. I do have to say that, of the three gay men here, one is a middle-aged alcoholic failure, one is a mass-murdering sociopath, and the third was turned gay against his will by the sociopath – and that strikes me as not entirely a positive and loving and realistic depiction.

Such is Enigma. Consider yourself entirely spoiled.

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

Rain Like Hammers by Brandon Graham

Genre fiction in comics tends to be straightforward: it explains the world and the stakes up front, then sends a generally pretty obvious Protagonist off to Do the Thing, which far too often is Saving the World.

Brandon Graham, in his afterword to Rain Like Hammers , describes that as being like a Japanese game show where the goal is to get someone to eat a hot dog as soon as possible after waking up. And he’s not into speed-eating hot dogs.

Graham’s stories tend to start in a more leisurely fashion. His camera-eye is focused, but not insistent. Hey, look over here, it says. Something is going on; I wonder what it is?

Rain Like Hammers collects a five-issue comics story – the issues were published in the first five months of 2021, and this collection came out in August. They’re long issues, too – the book is unpaged, but I think they’re 48 pages each. So my first question is: how serialized was this? Clearly, Graham created it in five chapters, but I really doubt he did that during those five months. But those afterwords – there’s one for each issue , two pages each of sketchbook-style comics – do show the process of making the book; he seems to have made it in order, finishing each page in turn and not going back to rework based on better ideas later.

At one point he mentions his initial plan was to have five loosely-connected single issue stories – maybe, I think, ones that all came together in the final issue? – and that’s clear in the transition between the first two issues, which are entirely different, about entirely different people in entirely different places. But, in the end, this is mostly one story, seen from a couple of angles, with a second story as a way in and a bit of parallax later.

We start out in a mobile city, on some alien planet in some future. Eugene is new in Elephant City: he finished his schooling recently, and came here on purpose, to do some keeping-the-city-running job that Graham doesn’t explain in detail. Eugene is a bit lonely, finding his footing in a new place and new to adulthood. But he seems like a sensible, devoted person: we think will be OK, we want to trust him, he hope he will do well. His story for the first issue is mostly low-key, but something from outside this world is causing trouble for many of the animal-named crawling cities, and we see a little of that here.

The second issue begins what then seems to be the main story, and we may wonder what happened to Eugene, for many pages. (We will find out.) A supercriminal, Brik Blok, is heading to Sky Cradle, a space habitat of some kind that is the seat for the rulers of this part of human space: a group of self-selecting immortal families. We think he is dangerous, we think he is exciting, and we are not entirely sure if we are on his side.

What Brik Blok is coming to do on Sky Cradle is something we learn quickly, but we learn more and more details over time: we learn it iterated, first the headlines and then the depths, eventually getting to things Brik Blok didn’t know himself. Brik Blok’s initial plans, whatever they were, fail before he even reaches Sky Cradle: he’s in a different body, in an society he doesn’t know well, with a new uncertain ally or friend.

Brik Blok is coming to save El. Or maybe retrieve her, or maybe support her. She is young and smart and, we believe, on the side of right. She’s part of a program of “candidates” for immortality: they are tested and twisted and transformed to become more of the ruling class. We start to think we don’t like this ruling class, and start to feel more positively towards those who resist. We quickly learn she did not choose to join this program…though we learn more details later.

Rain Like Hammers is mostly the story of Brik Blok and El. Two people fighting against the power structure, or trying to – both with incomplete information at this point in their lives. (This is the kind of SF where people can live a very long time – maybe even if they’re not officially one of the “immortals” – and who they once were and what they once did could be forgotten or lost or mislaid.)

They do not foment a revolution. They are not even trying to topple the immortals: their aims are smaller, more specific than that. As I said at the beginning, this is not that kind of comic: they are not going to Do the Thing, not going to Save the World.

But they, and Eugene, may be able to save themselves, and get away.

Graham tells this story from the inside, with pages full of quiet moments and strange details of this far-future world. His SF is always deeply distinctive, with things he never explains, a big lived-in universe full of odd creatures and people, all living their own lives and wandering across his pages. He tones down the wordplay these days, especially in more serious, grounded stories like this one, but there’s still some of that joy in the complications of language.

SF that requires the reader to think about it and make up his own mind about it is rare in comics – it’s not all that common in prose, frankly. That’s what Graham does; that’s what this is. Any reader who likes that kind of SF should check it out , or anyone who likes stories with a bit of gnarl to them.

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

Steeple, Vol. 2: The Silvery Moon by John Allison

As I type this, my post on the first volume of Steeple was written close to a month ago but has not yet gone live. So I am trying to space things out on this blog, but I may not be spacing them quite far enough for my own systems to work well. (Let’s hope I remember , once that post does go live, to drop in a link here somewhere.)

In any case, this is a sequel to the first Steeple , which was written and drawn by John Allison with colors from Sarah Stern and letters from Jim Campbell. The first collection also appeared first as a five-issue series of floppy comics.

Steeple, Vol. 2: The Silvery Moon , by comparison, appeared originally on-line at Allison’s site , and is an all-Allison joint. (There is a cover by Max Sarin, presumably in an attempt to draw in the Giant Days audience.) This one collects two somewhat discrete stories, and I can even link you to those stories online, on the cheekily-titled steeple.church site: The Silvery Moon and Secret Sentai . I just noticed they were (still) there; I haven’t been as good at keeping up with Allison’s new comics there over the past couple of years as I vaguely searched for a copy of the first Steeple book to read first.

Anyway: this is set in a different corner of the Scarygoround -cum-Giant Days-iverse , down in the Cornish town of Tredregyn, where Rev. David Penrose upholds the glory of the Church of England by battling invading mermen every night (and doing essentially nothing vicaresque besides that) and the Magus Tom Pendennis does what he wilt at the Church of Satan down the lane, and what he wilt is generally sneaky and not always nice, but it tends not to be what one would actually call evil.

It’s more like a football rivalry than a battle for the soul of the town, honestly: the locals line up with their rooting preferences, and it seems like Satan is well in the lead, maybe because he always has the best tunes and dancing.

Our main characters are Billie Baker and Maggie Warren; the trainees in the two churches. Billie came to town for the CoE, but, through some odd events at the end of the first book, the two have switched roles, with the lusty, motorcycle-riding Maggie now assisting Rev. David and energetic and immensely good-hearted Billie now organizing community outreach for Satan.

Allison, as usual, has a decent-sized central cast, who are interestingly quirky. I don’t think these folks have gotten quite as defined as the Giant Days crew or his best Bad Machinery characters (Lottie Grote, for example), but they’ve had fewer pages to do so to date.

In any case: this is two more adventures of Billie and Maggie, one with a werewolf and one with a Japanese guy in a funny costume. They are both Allisonianly quirky and fun, and he’s filling out the details of this corner of his world nicely as he has more pages and time to do so.

I’ve said it many times: Allison is one of the most entertaining, and most distinctive, comics-makers of his generation, and his stories are always fun and always different from what anyone else is doing. How can you not want to read that? 

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

The Golden Age, Book 2 by Roxanne Moreil and Cyril Pedrosa

Endings are harder than beginnings: any story-teller will tell you that. So if I quibble that The Golden Age doesn’t end as well as it begins , I’m largely saying that it’s a story, and that’s what stories do.

Reading the second half , though – the graphic novel or bande dessinee The Golden Age, Book 2 , written by Roxanne Moreil and Cyril Pedrosa, and drawn by Pedrosa with some coloring support from others – there were several times my editor’s pen itched to make notes. I don’t know if these would have made the story better, but if I were involved in the creation, these are the things I would have asked.

First, Book One follows Tilda, the older child of the now-dead king of Antrevers. The beginning of Book Two looks like it might follow her younger brother, who finally gets a name (Edwald) for what I think was the first time at the very end of this book. Edwald does not become our viewpoint at any time here; this is still Tilda’s story. And maybe it had to be. But for a story about political factions and civil war, about opinions on how the world is supposed to be, about noblesse oblige and the democratic impulse, about the battle for the soul of a kingdom, something wider than just Tilda and a handful of advisors as viewpoints would have been useful. As it is, Edwald’s side is basically an evil caricature, with nothing good or positive about them, not even stability or continuity, and that feels like a lack.

Second, both books begin with the same group of peasants, standing in for the whole population of Antrevers, the ones who will be affected by all of these battles and decisions by nobles and kings. It looks like those people may be important to the action of the story, as thematically they are important: The Golden Age is the story of a transition from autocracy to something like democracy, in a very simplified sense. But they really aren’t. The masses are there to fight against each other, while the Important People stand in the center of panels to declaim and fight each other, to do the Important Things. The Golden Age says that it’s about them, but like so many supposedly-democratic works of the fantastic, the strong single person is more interesting, easier to work with narratively, than a mass of “just ordinary people.”

I like parallels; I like books to set things up and then knock them down; I like guns on mantlepieces to be taken down at just the right moment and fired. Golden Age does not quite do those things; it instead is caught up in a vague supernatural element that seems to inherently corrupt all of the autocratic rulers of Antrevers and a possibly prophetic old book of political philosophy (or is it mean to be religion? It’s presented in the manner of a religious text , but its matter is political). Golden Age seems to want to say this mystical book is the Law of the Universe, but the actual operation of the magical things here is deeply obscure: are they set up by a god or gods? were they the embodied power of the ancient kings who stole power from the masses? were they self-generated somehow? are they actually operating against each other, as they seem to be, or is there some deeper balance underneath them?

So, anyway, there’s a magical box and a magical book. The book is supposed to be in the box, but the box seems to be the source of all the bad stuff and the book the source of all the good stuff, so thematically, locking the good stuff inside the bad is a weird metaphor.

I should be clear, after going so deeply into the weeds: this is the subtext, and only occasionally reaches the level of text. The story here is that Tilda’s tired, mostly unpaid, deeply fragile army is besieging Edwald’s castle, and not doing well. Tilda has had a vision of victory, and is utterly uncompromising in that vision, but does not seem to notice ways that the actual world does not line up with her visions. Meanwhile, another army loyal to Edwald is on its way: Tilda’s forces need to win quickly, or will lose forever. And she’s already shattered most of their strength in repeated pointless assaults on a portion of the curtain wall she is sure her forces can break.

So the story is about the siege, and the fight, and who lives and who dies, and how they kill each other. The big ending includes the book and the box, and whatever magics they have. And, as I said, it works pretty well but feels not quite as crisp as it should be to me.

Pedrosa, though, gives us another set of absolutely gorgeous pages, striking in their vibrant colors and stunning in their energy. That makes up for any gaps in the themes: the book powers over any possible quibbles through pure visual power, culminating in a stunning phantasmagorical conclusion. 

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