Tagged: Reviews

Girl in Dior by Annie Goetzinger

Sometimes you read a book because it’s there and you’ve heard of it. Maybe you don’t remember exactly what you heard about it, or why, or in what context, but it’s been in your head and you’re pretty sure it was for positive reasons. The world is full of books: you need to stretch sometimes and that’s an easy way to do it.

That’s more or less how I came to Girl in Dior , a graphic novel by Annie Goetzinger originally published in France in 2013 and translated into English for this 2015 NBM publication by Joe Johnson. It’s available in Hoopla – is there a reason why every Internet-era business needs to have a stupid and infantilizing name? – an app my library system uses to provide various digital things (TV shows, movies, comics, audiobooks, even ‘real’ books) – and I started reading it after realizing How to Read Nancy was far too dense to dive into on a Saturday afternoon. (And don’t get me started on its aggressively hostile introduction, by some academic who was at pains to be clear he hated comics, modernity, 90% of all artists ever, the concept of sequential art, and anything else the reader might possibly love or respect.)

Girl in Dior, I learned after reading it, is a fictionalized account of the first ten years of Christian Dior’s high-fashion house, founded in 1947 in Paris. It centers on a young woman, Clara Nohant, who is the primary piece of fiction: she is a minor reporter for the launch, later becomes a model for Dior, and ends by marrying a rich client. (Thus encompassing most of the potential dream-jobs for the book’s audience.) I think she’s just there as an audience-insert character, and to have a gamine, Audrey Hepburn-esque face to provide a through-line, but it does make me wonder why the book couldn’t or didn’t focus on Dior himself (surely the more interesting figure) or, considering the audience is primarily women who care about dresses, instead digging into one or more of the large group of women who worked for and with Dior to do all of this – one of his major designers, or models, or seamstresses, or several of the above.

Instead, Girl in Dior is lighter , more of a travelogue – Clara thinks Dior’s work is wonderful, but she’s not deeply invested. Her story is light, her crises few and easily solved, her endings entirely happy. The book has a lot of detail and color: Goetzinger is particularly good at both drawing the dresses to be very particular and using color to make them pop off the page, in a comics version of the sensation they caused on runways in the late ’40s.

I think I wanted more about the real people and less of “look at this gorgeous dress,” which is on me. Girl in Dior is very much a “look at this gorgeous dress” book, and my sense is that it’s deeply researched and carefully assembled to show specific, distinct gorgeous dresses from those first few Dior collections. There’s extensive backmatter to detail chronology, the sources (year and season) of the dresses shown in the book, quick biographical sketches of the historical people who appear (from Dior to Lauren Bacall), lists of potential careers in fashion and types of fabric and accessories, and, finally, a bibliography. This book was clearly very heavily researched, and I have no doubt that everything in it (except Clara) is as close to true as it’s possible to be seventy years later.

And it is gorgeous, full of sumptuous expensive formalwear for rich, thin, young, connected women  [1] ready to be elegant and sophisticated (and maybe just a bit useless) after the war years. I always want more context and cultural criticism; I always want more why and less “remember this thing?” Again, that’s entirely on me: Girl in Dior is a lovely evocation of a time and place – I haven’t even gotten into Goetzinger’s faces, which are magnificent, deeply specific, and much less pretty-pretty than the dresses she draws. If any of that sounds appealing, check it out.

[1] Pick at least two.

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

Portugal by Pedrosa

I don’t know if Cyril Pedrosa – who mostly goes by just his last name on his comics, in the European manner – really just does one big book every few years. That’s been my experience of his career: Three Shadows over a decade ago, Equinoxes  a few years back, and now Portugal (from 2017).

And it seems to be the life of his main character here , a Portuguese-French cartoonist named Simon Muchat: Simon had a reasonably successful career making “books,” as his agent and girlfriend call them, but is in a slump as Portugal opens. He’s teaching art in schools, doing some advertising freelance work, but feels completely unmotivated. About anything at all.

And that leads to the obligatory question of how much of Pedrosa is in Simon. The question is obligatory; the answer, though, is unknowable to any of us on this side of the paper. Pedrosa’s grandfather immigrated from Portugal to France in the 1930s and stayed; so did Simon’s. Portugal is largely the story of that family history – or, rather, how a chance trip to Portugal started Simon to re-engage with life, and led him to start trying to track back that family history. The focus is on Simon, and Pedrosa never drops into flashback to tell the stories of earlier generations: we see everyone and everything through Simon’s eyes in the present day.

Portugal is loosely organized into three large sections, after a short prologue with Simon in the mid-70s, a young boy on his only previous trip to Portugal. Each of the three is named after a man in the family: first  “According to Simon” himself, then his father, then his grandfather. But that’s not “according to” as in that’s who is telling us the story, it’s more of a sense of how far back in time Simon has gotten at that point.

That all makes it sound very deliberate: it’s not. Simon is aimless when Portugal begins, and only slowly gathers any aim as the book goes on. He’s still drifting until very deep into the book, still just going along with whatever happens, and only shows some interest in family stories and the details of life in Portugal. So this is the story of a reawakening, in a way: one connected to history and heritage in a very personal way.

Pedrosa tells this story at a distance, though small talk and background voices, with gorgeous watercolor panels that lend a slow, deliberate rhythm to this fairly long book. It took Simon a long time to climb out of his ennui; we’ll see it happen slowly, and learn with him. This is a lovely book, with a quiet personal story told quietly and well – it may not be for all readers but those who can engage with it will find a lot to love.

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

I Moved to Los Angeles to Work in Animation by Natalie Nourigat

The ecosystem of graphic novels is still proliferating – it might not have quite as many niches as pure-prose books do, but it’s getting there. We may see a day where any kind of book that exists in prose also exists in graphic form.

I Moved to Los Angeles to Work in Animation  is a great example: I don’t think a book like this would have existed twenty years ago, and definitely not thirty. The title explains it perfectly: Natalie Nourigat [1] was a freelance artist and cartoonist in Portland (Oregon), and wanted a more stable career that used her art skills. So she researched the animation world, set her sights on a story artist job, eventually got one in LA, and created this book a few years later to describe the whole deal – job , move, career, LA, industry.

Books like that have been around in prose for a hundred years or more – some are personal, like Nourigat’s, and some are more general (How You Can Get a Job in Insurance in Hartford!). Nourigat is writing about an art career and speaking to other artists, though, so the graphic form works very well: she can convey not just the facts , but how she feels about LA and the animation industry through the body language and expressions of her avatar in the book, and her audience can see her examples of what storyboards look like and how they differ from comics.

This is a fairly dense book: it’s just under a hundred pages, but Nourigat uses a heavily captioned style to get in a lot of details and explanations. She has an upbeat, positive tone throughout, though she does also talk honestly about the downsides of LA life (heat, car culture, expense, a spread-out landscape that makes it more difficult to connect with people). The book mixes her personal story with more general information, though it’s almost all based in her personal experience – she did interview a group of other artists, though, and includes their thoughts, each as a separate three-page section, at the end.

Moved to LA is broken up into many shorter chapters on different aspects of her story and life in LA: perks, the moving itself, the job hunt, pros and cons of LA life, tips on getting a job, general questions – and she has running titles on her pages (I don’t think I’ve ever seen in this in a graphic novel before) to show which section you’re in, so it’s useful to leaf through and find specific advice.

I, personally, can’t draw. I’m also one of the Olds, deeply into a second non-art career, and firmly stuck on the other side of the country. So I can take no advice from this book myself – but I did enjoy Nourigat’s look at what her journey was like, and what it could be like for others who want to do something similar. It’s exciting to see that kind of energy and enthusiasm, especially when it’s aimed at making good stories and art.

So I recommend this primarily to people who might want to work in animation and/or move to LA. And maybe secondarily to people in other art-related fields, as a reality check about how their industries and locations work and compare.

[1] She does not present any credentials for her expertise other than the obvious “I got a job doing this, and I have kept that job and love it” one. She does talk about the differences between movie and TV animation (and that she’s on the movie side), but never says what studios she does or has worked for. But I see from her website that she’s not just an individual-contributor storyboard artist, but currently Head of Story on an upcoming movie and her whole career to date has been at Walt Disney Features Animation – which is kind of a big deal, and a major “take this person seriously” credential.

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

The Adventures of Tintin, Vol. 7 by Herge

This is the end. Well, sort of: there’s an unfinished last book called Tintin and Alph-Art, which is available in what I think is the form Herge left it (rather than completed by other hands). But this is definitely the last Tintin stories actually completed and published.

The Adventures of Tintin, Vol. 7  collects books that cover almost two decades: The Castafiore Emerald (serialized 1961-62), Flight 714 to Sydney (66-67) and Tintin and the Picaros (75-76). Herge was clearly not devoting as much time to writing and drawing new albums in his fifties and sixties as he was as a younger man, but I suspect he was doing just as much “Tintin stuff,” only related to running a business empire: approving toy designs , meeting with movie people, arranging sublicenses, and all of the other things that are definitely work but don’t deliver any new material from a creative person.

Anyway, the three books are quite separate here, as you might guess from that sixteen-year span. So I guess I should treat them separately.

The Castafiore Emerald stands out as different from the rest of the series: it’s entirely set at Marlinspike, Captain Haddock’s ancestral pile, and it’s a mystery/farce rather than the series’ more usual adventure plot. I found the humor was not quite as juvenile as Herge sometimes gets – it’s still most based on how horrible Bianca Castafiore is and how much Haddock can’t stand her (and, secondarily, on how much of a blustery klutz he is), but that’s the story here, rather than random interjections. The story sees Haddock injure his foot, so he’s stuck in a wheelchair, right as Castafiore invites herself (and the inevitable accompanying media frenzy) to Marlinspike, leading first to worries about theft and then what seems to be an actual theft. It’s also got some good don’t-judge-people material, suitable for its young audience, though that thread is mostly background.

Flight 714 to Sydney is a more typical adventure story: Tintin and Haddock and Calculus are off to some international aviation symposium in Australia, get sidetracked by an eccentric rich guy, and then a villain strikes. There’s a lot of running around with guns after that, mostly serious, and a weird fantastic element that struck me as outside the usual style of the series and that largely serves to set up a deus ex machina ending in a book that didn’t need one. That one element aside, though, the adventure stuff is strong, and the comic relief mostly well-integrated into the actual story.

And then the last finished Tintin book, the one I could have read as a child of the appropriate age if Tintin was a thing in the USA in the mid-70s (it wasn’t), is Tintin and the Picaros, something of a greatest-hits compilation of the series. The fictional Latin American country of San Theodoros from The Broken Ear provides a venue and a big chunk of cast, one secondary villain returns from The Calculus Affair, and of course there’s the usual suspects of Tintin, Haddock, Castafiore, and the Thom(p)son twins. It has an odd anti-violence message from Tintin as part of his revolutionary plot, and that plot is fairly thin and mostly on rails.

I still think these omnibuses are a rotten way to present the Tintin books: they’re too physically small to read easily and the books are long and dense enough that they’d work better as individual albums. I expect the next big repackaging of Tintin will be back to the album format; every series gets packaged into omnibuses for a while and then broken back out again. If you have the inclination to read this series, I’d either wait for that switch or look for actual albums. (If you’re reading in a language other than English, the latter should be easier.)

As for me, I’m happy I read the series: it was a big hole in my comics cultural literacy. I didn’t love the Tintin books, but I didn’t expect to: they were made for European boys starting several decades before I was born, and I didn’t read them until I was middle-aged. But I can appreciate what they do well – I don’t think I’ve even mentioned Herge’s lovely line in any of these posts (maybe because of the horrible small size of these omnibuses , which does not display his art well at all) – and indulge the things they do to keep that young audience happy and engaged. I still don’t think I’d agree with the Tintin maximalists, but this is pretty good stuff. (See my posts on the earlier books for more.)

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

Glass Town by Isabel Greenberg

We all live in the worlds we build for ourselves. For most of us, that’s deeply metaphorical. For people who tell stories for a living, well, it can be more complicated.

Take the Bronte family: the three sisters who lived into adulthood (Charlotte, Emily, Anne) all wrote novels, important books that are still read and studied today. Their brother, Branwell, was supposed to be the great genius of the family but never produced anything substantial – I’ve never studied the matter but I always got the sense that the expectations for Branwell were entirely because of his gender, and not due to any specific ability. But all four of them wrote, and they wrote together, or maybe just in and around each other’s stories, when they were children. They invented worlds, and peopled them, and squabbled over the people in those worlds, causing schisms and an inevitable split, with two of the four packing up their stories and heading off to a separate continent.

All this while they actually lived in that famous remote parsonage in Haworth: the four children, their parson father, a housekeeper. Probably seeing people from the village all the time, but the story of isolation avoids mentioning that. Definitely remote, definitely separated, definitely just with each other almost all the time.

So they lived in their invented world as much as the real one: it was as important – more important.

Isabel Greenberg’s third graphic novel Glass Town  – her first to be set in the real world, not her invented Early Earth – tells that story, in a fictionalized form. Charlotte is at the center, and she usually is in tellings like this: she was the one who survived the longest, after all. (She died at the age of 38: in most contexts, that wouldn’t count as very long at all.)

It opens with Charlotte in a field in 1849: she’s the last of the four left alive. And she’s met by one of her own characters, to tell her what has become of Glass Town, the city the four of them made, and of Angria, the country Glass Town sits in. (And to say nothing is known of Gondal, the land Emily and Anne created without the other two.) This is our frame story: he asks her to tell him the story they both know. And of course she does.

Greenberg says up front that this is a fictionalization – well, we know that as soon as a fictional character appears on the moors to talk to Charlotte – but that also means that any specific detail may be invented , or altered, or just never recorded in real history. So much of this could be true, or false, or somewhere in between. That’s not important , though: the story is important.

The story is mostly about the Glass Town characters, and their complicated grand-opera affairs: the dashing rogue Zamorna, his colorless wife and her scheming evil father, Zamorna’s real brother the gossip-merchant and foster brother the Black true king of this colonized land, and a few others. They’re all tied up in a knot, and their story is bound to end with violent conflict and death.

I don’t know if any of the Brontes ever wrote that ending. I don’t know if they wrote competing endings, but I suspect they at least talked about it. I don’t know if any of those potential endings exist. All I know is what Greenberg tells me here, in this version of their lives – how they battled over how the stories should go, with Charlotte and Branwell more warlike and Emily and Anne more domestic. That led to the split, as Greenberg tells it. But we now know basically nothing of Gondal, because none of those writings, except a few scraps of poetry, survived. So all we have is Glass Town, and the men maneuvering to kill each other over it.

It’s difficult to tell a completely happy story about someone who died young a hundred and fifty years ago – not when you’re covering a lot of her life, anyway. Glass Town is a book about creation and destruction, about living in the real world vs. living in invented ones…but it tends to come down on the side of destruction and invented worlds, as one should probably expect from a creator of fiction.

As in her previous books, Greenberg has an almost faux-naif art style, full of stiff figures with simple features, just expressive enough for her purpose. (If they look a bit like cutout dolls, or perhaps more specifically lead soldiers, that’s not an accident.) It’s a style that may be off-putting to people who read a lot of traditional comics – superhero, manga or YA – since it comes from a more deliberate artistic tradition, one that is not aiming to render things the way they look to the viewer.

Glass Town, because of that hundred and fifty years, because of Greenberg’s art style and other choices, and because of the nature of Glass Town itself, is a bit chilly and detached – it’s not a warm, welcoming story, and never would have been. Any reader will need to be aware of that, before they make the trip: the people of Glass Town have their own concerns, and will have little time for you.

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

Save It For Later by Nate Powell

The personal is political. It always was, and always will be. When someone’s identity is a reason to suppress or attack them, from “will not replace us” to bathroom bills, it’s never just personal. 

There’s a meme I’ve seen a number of times, about what is political – that arguments about taxes and land development and budgets are, but arguments about whether someone should be allowed to live are not. I want to agree with that, but, in the real world, arguments about people’s lives and existence are aligned with partisan politics. The people trying to de-humanize huge swaths of humanity know what they’re doing, and aren’t going to stop because the other side makes clever memes.

Nate Powell understands all of that. (Better than I do, I expect.) His 2021 book Save It For Later  is explicitly about confronting the rising tide of fascism, authoritarianism, leader-principle, and white nationalism in the USA, placing those concerns in a parenting context: how do you talk to your children about fascists? How do you think about fascists to focus on what you can do, especially as one family in a deep-red state? And how do you survive when you’re surrounded by horrible, mean, vindictive people? (Who may not actually be fascists themselves, but are perfectly happy in their smug self-satisfaction to sign up for every last fascist ideal.)

My children were much older at the 2016 election: eighteen and fifteen. I was lucky: I didn’t need to explain that this was bad, that, as Powell put it, “the bad guy won.” Powell seems to have two kids like I do, but they were much younger – I think the older one was five on that horrible night. So the parenting piece was much larger for him.

He’d also just come off a big non-fiction graphic novel series with Congressman John Lewis, explicitly about protest and fighting against white supremacy. It’s called March: you may have heard of it. So this was important to Powell, and central to how he saw his life and work, in a way that it isn’t for most Americans.

Save It For Later collects seven essays in comics form, all on that same cluster of topics, created during 2019 and 2020. I’ve seen at least one of them before – I think on The Nib – so it’s possible they all appeared elsewhere first. But they clearly were designed to work together; they circle the same concerns and thoughts in a consistent way.

I’ve always loved Powell’s work, since I first saw his magisterial fiction graphic novel Swallow Me Whole. He particularly has a knack for black-background pages, with hand-lettered white type and splashes of light color for vignettes of activity. His comics pages often seem to be on the verge of apocalypse, personal or societal – that darkness sweeping in and inundating the pages, his energetic lettering, especially on sound effects, the tone of concern and fear and distress.

This is a book for an immediate moment. I hope it will seem strident or ridiculous in five years. (I bet Powell would, too.) It probably won’t, though: fascism doesn’t go away that quickly or that easily, and the “will not replace us” crowd is loud and central and has captured most of one of America’s major parties. What any one person can do during that moment is small and feels inadequate: vote, speak up, model good behavior, deflect as much anger from more vulnerable people as you can. And, most of all, think about those vulnerable people first: who are the fascists trying to hurt? How can you help to foil or counter or even just slow down those efforts?

Because the fascists are always out there. And they’re always focused on hurting people.

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

Thirsty Mermaids by Kat Leyh

Sometimes you get into something it’s hard to get out of – now that sounds ominous , doesn’t it?

But all of life is a sequence of things you get into and can’t easily get out of: relationships, jobs, places to live, family. And fiction, especially fantasy fiction, can be metaphorical about those things, and not need to be tied down to dull reality.

So when I say that Kat Leyh’s graphic novel Thirsty Mermaids  is about three young people who do something fairly dumb on short notice and without thinking it through, and end up deeply stuck in a place they don’t understand at all, you can see how that could go in a million different ways. In this case, it is fantasy. The title is not a metaphor: they are mermaids.

Or, actually, they were. That was the fairly dumb thing: transforming to human so they could get more booze in some unnamed tourist-y seaside town. (It’s hard to find alcoholic beverages underwater!) They know nothing about human society, as is traditional, so they’re in for some shocks both immediate (humans need to wear clothes!) and longer-term (capitalism! money! rent! jobs!).

So, anyway, Tooth, Pearl, and Eez had that awesome idea — they could get a lot more booze if they went on land, where the humans are, and then they could come back afterward to their regular awesome lives under the sea. And the night of drinking went well: they did find some clothing, which came with a card they used to buy drinks the whole night at a bar amusingly named the Thirsty Mermaid.

Sure, they ended up passed out in an alleyway, but that’s a thing that could easily happen to humans, too.

But then Eez, their witch, realized she had no magic as a human – which means she can’t turn them back.

Oops.

Luckily, the bartender they drank with the previous night, Vivi de la Vega, is a soft touch. They end up crashing with her – the narrative wisely stays silent on whether she actually believes their drunken story about being mermaids – as Pearl and Tooth learn about human life and jobs, and Eez spends her days investigating human magic and figuring out how to get things back to normal.

Leyh isn’t emphasizing the drama here: their situation is serious, but only desperate for Eez, for reasons that the characters, and Leyh, will explicate as we get deeper into the book. Tooth and Pearl could fit in reasonably well on land: they’re loud and goofy and still deeply ignorant of human ways, but they have skills and their human bodies, if weird, work and are comfortable. Eez, on the other hand, finds human skin and the open air strange and disconcerting all the time, and it’s not going to get better.

So Leyh’s plot first throws them into possibly the most fish-out-of-water moment ever, then ambles around having them do fun clueless-about-human-life activities in this town that I keep wanting to say is Santa Barbara cosplaying as Key West, and then makes it clear that return is important.

Do they make it back? I wouldn’t dream of spoiling the ending.

Thirsty Mermaids was published by S&S’s Gallery 13 imprint, meaning that it was basically aimed at adults, unlike Leyh’s previous book Snapdragon . What that means is that there’s some incidental nudity – mermaids don’t wear clothes, remember! – that focus on alcohol as the source of and solution to all of life’s problems, and perhaps a quieter, more naturalistic story structure and a cast that have complicated depths like real adults. But it’s clearly another book by the same creator, with a lot of the same concerns and the same energy. So if you are a young reader who loved Snapdragon, or if you are in the business of getting reading materials to a young person who loved Snapdragon, I hope you are not shocked by a few cartoon boobs and, well, three very thirsty mermaids. This is a lovely, bright book full of fun moments, wonderful characters, and a deep concern for friendship and belonging.

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

The Adventures of Tintin, Vol. 6 by Herge

I forget, between volumes, just how much work it is to read the small-format Tintin omnibuses. Herge worked for a much larger page-size , and took advantage of that: his pages typically have at least a dozen panels, and are packed with dialogue that these editions set in a slightly fussy italic pseudo-handwritten font. So I find myself peering much more closely than I expect, and sometimes needing to take off my glasses to focus on on panel in isolation.

They’re also fairly involved, intricate stories: each one is 64 pages long, and, again, those are big pages full of talking and action. Sure, the talking is often vaudeville-level humor and the action is early-blockbuster spy thriller, but there’s still a lot of it. And a little bit of the supposedly humorous secondary characters – Jolyon Wagg, who first appears in these stories, I am looking straight at you – goes very far, but we never get just a little bit of them.

So perhaps I’m happy to be getting close to the end with The Adventures of Tintin, Vol. 6 . There’s something melancholic about reading old adventures stories from other people’s childhoods to begin with, and I’ve read fifteen previous adventures even before I got to this point. (Obligatory links to volumes one , two , three , four , and five , each of which reprinted three books. The first two in the series, Tintin in the Land of the Soviets and Tintin in the Congo, are mildly suppressed these days for reasons of tendentiousness and/or racism.)

Tintin, who was set up to be a boy reporter early in the series but never even feints in the direction of filing a story or having any kind of stable job by this point in the series, first appeared in 1929 at the age of twelve and, in the manner of adventure-story protagonists, was still twelve when The Calculus Affair first appeared in serialized form from 1954-56. (The other two books collected here are The Red Sea Sharks from 1956-58 and Tintin in Tibet from 1958-1959; this appears to be the point where Herge stopped working on Tintin stories basically continuously, at the age of about fifty-three, and did just three more discrete tales over the next decade-and-a-half.)

The three stories here are all entirely separate, though they have the standard Tintin furniture: Captain Haddock, Professor Calculus, those supposedly funny detectives, and so on and so on. Calculus and Red Sea are more-or-less spy thrillers: the first details a Cold War-ish battle between the standard two Herge fictional countries (Syldavia and Borduria) over a potential superweapon developed by guess-who, and the second is another one of Herge’s long-chain-of-coincidences plots that leads to Tintin foiling an operation to take African hajjis and sell them into slavery. (The book never uses the term “hajjis,” but they’re going to Mecca. Also, Herge’s drawing is a bit caricatured for the African characters, but he’s generally not racist in his depiction of them.)

Tibet is an odder book: Tintin has a prophetic dream about Chang, a boy of about the same age he met way back in the book The Blue Lotus, who has not been mentioned since, and who has supposedly just died in a plane crash in the Himalayas. Tintin is sure Chang is not dead, and has various omens that he is correct; the story is driven entirely by the boy’s pigheadedness and insistence on finding Chang. Oh, and there’s a Yeti in it , but mostly as a background character. It gets cited as a book about the power of friendship, but no real-world friendship I’m aware of includes ESP powers to infallibly rescue one another from far-away continents, so I’m a bit dubious.

Herge is still really good at adventure-story hugger-mugger; he throws additional complications in as well as anyone in the world. And his comic relief, though very hokey, is generally at least moderately amusing. (And that’s good, because these books are roughly forty percent comic relief by volume.) As I’ve said before, this is not exactly my thing, because I am an adult and because I grew up a generation or two later, but this is still really solid work and would probably be nearly as appealing to young people these days.

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

Minecraft: Wither Without You Vols. 1 & 2 by Kristen Gudsnuk

I don’t have tags for either video games or sharecropping, since I don’t read enough books in either category to make those useful, but this book would have both of those tags, if they existed. I’m also not 100% sure the “for kids” applies: the CIP data on the copyright page says these books are “Ages 8+,” but so are a lot of other things. The Minecraft graphic novels are at least not not for kids, if that makes sense.

Most people will be reading this book, and the burst of other Minecraft graphic novels that Dark Horse has been publishing under an arrangement with Mojang over the past couple of years, because they like the video game Minecraft: maybe the building/crafting elements, maybe the grinding/fighting mobs elements, maybe something social about being on a server with friends. But I only played Minecraft a very little bit myself, way back near the beginning, so I’m one of the few people here because I’m following Kristen Gudsnuk’s career.

(Sidebar 1: said career consisting, as far as I’ve seen, of the awesome Henchgirl  graphic novel, mostly for adults, and two books in the Making Friends  series for middle-grader readers. Those also contain awesomeness, but said awesomeness is more finely tailored to an audience of tween girls. A third Making Friends book has just been published; I haven’t seen it yet. I recommend adults start with Henchgirl: as previously mentioned, it is awesome, and I will keep saying so until everyone admits it.)

(Sidebar 2: I think I liked what I played of Minecraft. It’s just that I think I want to play building/crafting sims – I spent decades thinking I really really wanted to play Sim City or Sim Universe or whatever, but never got around to any of them, and did buy The Sims but left it moldering in my Steam folder after setting up two separate households in one evening – but, on the evidence, I actually want to do some crafting/building in my RPGs, as evidenced by nearly 3k hours in Fallout 4 to date. So nothing against Minecraft, and I may get back to it someday. But I bet it’s totally different than my vague memory.)

I say that to orient you the reader: the Minecraft stuff here is vaguely familiar to me, and I have definitely played other video games. But I may misunderstand some pretty basic stuff, and I apologize ahead of time if I do.

Anyway, Kristen Gudsnuk, of previous awesome comics fame, is in the middle of a trilogy of short graphic novels set in the world of Minecraft, the popular video game. I recently read the first two: as far as I can see, the third is not yet scheduled to be published, but my guess is that it should hit in mid-2022. The series is called Minecraft: Wither Without You, and Volume One  was published in April of 2020 and Volume Two  followed this May.

So this is an incomplete story, obviously. It’s set-up and middle, but the ending is not available yet. But each of the two books to date has an arc of its own – as all trilogies should – so I think I can say coherent things about the two of them.

We’re in a fantasy world that will be very familiar to Minecraft players and deeply weird to anyone else: the world is made of blocky elements than can be mined for materials used to build other things, and monsters run around randomly. Some of the people are rounded, but most of the villagers (whisper NPCs whisper) are blocky just like their world and creatures. Adventurers fight monsters to save villages, but even more so to get experience orbs and rare materials and probably some valuables the monsters have themselves.

Cahira and Orion are twin teenage monster hunters, traveling with their mentor/teacher Senan the Thorough to learn the ways of monster hunting and get epic loot along the way. In the first book, a Wither – a big nasty flying monster – attacks them when they trigger a trap in some monster-filled castle they’re exploring. It swallows Senan, and the twins chase it across the landscape, thinking they can save their mentor from its belly if they can do it quickly enough.

They are correct, though they need the help of Atria, a teen girl they meet along the way: she’s been cursed to attract monsters, and ends up both luring the Wither to them and figuring out what the Wither really wants.

The second book begins with our four heroes seeing that same Wither fly over, which it should definitely not be doing given the end of book one. (Trying to be at leas slightly vague here.) They’re on their way to Whitestone City to resupply after their epic battle , and they decide to also consult the great sorcerer Lucasta while they’re in town.

Unfortunately, Lucasta is also Senan’s great rival, so there’s some tension there. She also farms monsters, and is most interested in setting Atria up in a room with some monster death-traps to harvest their stuff – which is not the most pleasant thing for Atria. And there’s a self-proclaimed great monster hunter, Elvicks, in Whitestone, and his arrogance and attempted thievery leads to a zombie infestation , as it sometimes does.

So most of the back end of book two is devoted to getting rid of the zombies and working out the other problems. But they all end the book newly geared up and ready to go out and stop that Wither…which I presume they will do in the final book.

These are both fun and zippy in Gudsnuk’s usual style: her people have big emotions and reactions, which is excellent for slightly goofy melodrama where the reader knows it will all end well eventually. You probably do need to be a fan of Minecraft or Gudsnuk to want to read them, unless you’ve got a thing for books-based-on-video games. (And maybe you do: I don’t judge.) But both of these books are very good at what they set out to do, and what they set out to do is be vaguely positive but silly entertainment.

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

Sherlock Frankenstein and the Legion of Evil by Jeff Lemire and David Rubin

Names come with expectations. If a biker gang has members named Trash, Jocko, Bonecrusher, and Fluffy, you’re going to expect there’s a story there. And if the names are references, you’ll already have preconceptions based on the originals.

So when a major character is named “Sherlock Frankenstein,” you’re going to expect a detective who is a monster – or, maybe, if you’re more of a purist, a detective who creates monsters. If you’re told this Sherlock Frankenstein is a villain, that might be a little confusing at first, particularly the “Sherlock” bit, but you assume the creators know what they’re doing.

Until you realize they mean “Sherlock” in the kid-insult sense: this guy is kinda smart, but it implies no more than that. And they mean “Frankenstein” at about the same level: it sounds cool, and he’s old, like the Frankenstein story. Both words here signify “vaguely 19th century dude,” and the man with those names is a tinkerer-type supervillain with a silly circa-1900 origin (hero! villain! random transatlantic journey!  long years as an always-failing villain! hero once more many decades later!) and no motivation other than “a sad thing happened to me, and so therefore the world is horrible and I will make it worse.”

Well, that’s disappointing. But superhero comics traffic in disappointment as much as they do in punching: it’s in the top five ingredients on the label. So it shouldn’t be much of a surprise that “Sherlock Frankenstein” is much duller and more generic than his name implied. That’s how superhero comics work.

And then we come to Sherlock’s big story: Sherlock Frankenstein and the Legion of Evil ! You can’t even say it out loud without adding a “bwa-ha-ha!” on the end! Surely this will be an epic story of villainy (presumably thwarted, but maybe not if he’s the title character) full of epic battles with do-gooders and prominently featuring the battle aftermath we see on the cover. If we like superhero stories – and why the hell else would we be reading Sherlock Fucking Frankenstein and the Motherfucking Legion of Evil if we don’t? – we’re keyed up for it.

Reader: that scene appears nowhere in the book. There isn’t a plotline that could lead to that scene. It presumably depicts some old battle of Sherlock against whatever the hell the WWII superhero team is called in this universe, in which some other superhero then came in from off the cover to save the day, hurrah! It’s purely a bait-and-switch, which sadly is also in the top five label ingredients of superhero comics. [1]

No, Sherlock Frankenstein and the Legion of Evil (bwa-ha-ha!) is actually a story that would more honestly be titled Black Hammer II: Lucy’s Quest or something along those lines. It is a sidebar to the main Black Hammer storyline – this phrasing implies there is a main Black Hammer storyline , and I’ve seen very little evidence of that in the first two volumes, but I’m willing to be generous – in which Sherlock is the McGuffin, not the main character. He’s the guy the narrative circles, and eventually shows up onstage at the end for an extended talking-heads sequence, but engages in exactly zero world-conquering plots and at no time uses an insectoid mechanized thing to defeat Golden Gail and whoever the hell the rest of the people on the cover are.

In the main Black Hammer story, a small band of heroes were transported to a farm on the outskirts of a rural town – which itself is in a pocket universe or something, so they can’t get out – a decade ago, after defeating not-Darkseid in the not-Crisis. The hero actually named Black Hammer was physically disassembled attempting to cross that pocket-universe border and get back to Spiral City, main venue for all the punching. Everyone in Spiral City believes all of the heroes were killed in “the event,” but the rest of the main cast is sure only Black Hammer is dead. (And we the readers realize he’s only as dead as any superhero character ever is: until his triumphant return.)

Black Hammer had a young daughter when he “died,” Lucy Weber. In the Black Hammer comics, we saw her, now a reporter in her early ’20s, do the spunky-reporter thing, find a way into the pocket universe, and take up her father’s hammer to become what has not yet been inevitably named Black Hammer II [2]. None of that is surprising or new.

This Sherlock Frankenstein series tells more of Lucy’s story: some of the things she did to learn about her father’s life before the final success we’ve already seen. Yes: it’s yet another fucking flashback. At this point, the entire Black Hammer saga is a loose tapestry of flashbacks held together by the thinnest possible “present-day” (probably actually mid-90s) story.

I’m half-expecting the gang will never leave the pocket universe, that every Black Hammer story will flash back more and more to tell smaller and smaller stories about things we really don’t care about. How Abraham Slam found boots that are comfortable and long-lasting! Barbalien’s first epic love story on earth in the 1950s! Talky-Walky’s brief spin-off, The League of Super-Robots! Mildly Unsettling Tales, hosted by Madame Dragonfly! All of them with titles that imply much more action and punching than we actually get.

Look: Jeff Lemire is an excellent writer. His people talk like human beings and have understandable motivations, which is rare in comics about punching. But this whole Black Hammer thing is a two-finger exercise that he seems to be doing in his sleep. There is nothing surprising or new or exciting about any of it; it doesn’t even have the usual energy and forward momentum that’s one of the major draws of the superhero comic.

It all also looks very nice: for this story, David Rubin provides full art and colors, and his dynamic layouts mostly hide the fact that this is a superhero story entirely about people talking to each other.

But I just don’t get it. I gather the appeal here is the “superhero universe” thing, to see Lemire spin out more variations on (mostly) DC Comics history, but there’s a gigantic actual DC Comics universe out there, with probably thousands of issues of comics (admittedly, written and drawn much more for socially maladjusted pre-teens of the 1970s, but with stories that actually go places and include vastly more of the punching that superhero fans crave) that people could be reading instead.

And naming this Sherlock Frankenstein and the Legion of Evil instead of Black Hammer, Vol. 3 leaves a bad taste in my mouth. This is not a standalone, it’s not about Sherlock, and he’s nothing like what “Sherlock Frankenstein” would imply to begin with. Frankly, it all feels like Lemire is trying to build an entire superhero universe out of the avoidance of finishing a single story.

But maybe it’s just that I don’t get how superhero universes work these days. Maybe this is all the point. It’s confusing, it doesn’t go anywhere, the character names are deliberately misleading, you have to follow the thinnest thread of story through a dozen books with confusing and changing titles, and you never get the big scene on the cover. Maybe Lemire is either just really good at doing what usually takes a whole Big Two bureaucracy or the whole thing is a deeply meta piss-take.

I doubt it. But maybe.

[1] What are the other two ingredients in the top five, you ask? Let’s say “silly costumes” and “problematic social attitudes,” today. I reserve the right to pick five entirely different ones tomorrow. Well, except for punching. Punching is like sugar in kid’s cereal: people who know better will always point out how unhealthy it is, but it’s the whole point of the thing.

[2] I think she will actually be the third, but I’m calling her Black Hammer II in all my Black Hammer posts because otherwise it’s just too damn silly and confusing. (Although “too damn silly and confusing” is roughly my take on nearly all superhero comics nearly all of the time.)

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