Tuesday, April 07, 2009

THE MANUAL OF DETECTION by Jedediah Berry (Penguin 2009)

The first thing I'll say about this is, it's a very well-designed book, not only to look at but to pick up and hold in your hands (Jeff VanderMeer posts some photos that drive the point home). As the age of Kindle seems to encroach ever closer, it'll be interesting to see whether and to what extent traditional publishers begin to give more attention to the appeal of their books as physical objects. I have no idea whether such considerations played a role in this book's design, but it certainly gets high marks in that regard.

As for the novel contained within, the promotional summary is as good as any other:
In an unnamed city always slick with rain, Charles Unwin toils as a clerk at a huge, imperious detective agency. All he knows about solving mysteries comes from the reports he's filed for the illustrious detective Travis Sivart. When Sivart goes missing and his supervisor turns up murdered, Unwin is suddenly promoted to detective, a rank for which he lacks both the skills and the stomach. His only guidance comes from his new assistant, who would be perfect if she weren't so sleepy, and from the pithy yet profound Manual of Detection.

Unwin mounts his search for Sivart, but is soon framed for murder, pursued by goons and gunmen, and confounded by the infamous femme fatale Cleo Greenwood. Meanwhile, strange and troubling questions proliferate: why does the mummy at the Municipal Museum have modern-day dental work? Where have all the city's alarm clocks gone? Why is Unwin's copy of the Manual missing Chapter 18? And will it ever stop raining?

When he discovers that Sivart's greatest cases—including The Three Deaths of Colonel Baker and The Man who Stole November 12th—were solved incorrectly, Unwin must enter the dreams of a murdered man and face a criminal mastermind bent on total control of a slumbering city.
The promise and appeal are pretty plainly captured there. Berry does a fine job of evoking a stylized urban world somewhere between the London of Chesterton's Man Who Was Thursday and the archetypal city of classic film noir. Within this nameless city are the warring sub-worlds of the Agency--a cartoonish bureaucracy of Detectives, clerks, and related functionaries--and a rogues gallery of arch-criminals, most with some connection to a dilapidated carnival. Berry populates the novel with recognizable types, each with a twist of some eccentricity or other, and then stirs in healthy doses of surrealism and outright fantasy.

So far, so good--but ultimately, the novel disappoints. The colorful characters and the world they inhabit perpetually hover on the brink of life, but Berry never quite succeeds in animating them. The best way I can think to put it is, the dialogue and action tend to be much more illustrative than revelatory. When another detective tells Unwin, "That's no hat to wear to the thirty-sixth floor," it's more of a clever detail exemplifying the kinds of things people say to each other in this quirky world than a genuine interaction between characters. That's fine as far as it goes, but the novel never goes far enough beyond that to ring true in any sense, and after a while it all starts to feel cardboard. Similarly, the story is more of a montage of stylish imagery than a convincingly coherent narrative. It's entertaining in the manner of Edward Gorey's animated credits for Mystery!, but frustrating in its failure to add up to much more than that.

In conclusion, this seems like a good, honest stab at the kind of thing Richard Sala pulls off to much better effect in his comics. Berry has an undeniable knack for world-building, style, and atmospherics, and if he continues to improve and finds a better balance with the more substantive demands of character and story, he'll truly be a force to be reckoned with.

Here are other reviews sharing my sense of disappointment, though their diagnoses of how Manual goes wrong may vary:And here are some reviews that conclude on a more positive note:
Finally, the novel's website is as handsomely designed as the book itself, and well worth a peek (though beware of spoilers).

BATMAN YEAR 100 by Paul Pope

Just imagine if the next Batman summer tentpole blockbuster costumed the Dark Knight as in the panel above, with clunky old lace-up combat boots, even older-fashioned lace-up briefs, a jersey sweater so badly shrunken that the ribbed cuffs and even the hairy wrists themselves are visible, a mask that's plainly a modified old-fashioned leather football helmet . . . and fake vampire teeth, for chrissake!!! It's a breathtakingly tacky, low-budget look any filmmaker would instinctively shun, and yet it's an absolutely crucial facet in one of the most deservedly celebrated Batman comics in recent memory. Basically, writer/artist Paul Pope very painstakingly worked out all these details of costume design to create and deliver one of the most vividly, humanly physical incarnations of Batman ever. The two-page spread below is one of the most effective examples I've ever seen of rendering raw tactile sensation, motion, and muscular exertion in two-dimensional imagery:

I've been meaning to post something about this for a while, and Sean Collins's recent reposting of his review (see also his interview with Pope) pushed me to critical mass; also very worth a look are Sean Witzke's and Josiah Leighton's tremendous close-readings of specific panels.

Monday, April 06, 2009

Frank Springer RIP

Farewell to one of the greats (via Spurgeon and Deppey). Frank Springer was the artist on Adventures of Phoebe Zeit-Geist, among much else. This was one of the first things I covered at Groovy Age, so I have a special fondness for it and gratitude toward creators Springer and Michael O'Donoghue.

Something to listen to


. . . while I read this.

Friday, April 03, 2009

VERONICA MARS: The Complete First Season

It kind of tells you something when a website called Scathing Reviews for Bitchy People posts as effusively, honestly, and intelligently adulatory a review as they have for this dvd set. They pretty much cover all the bases there, and I can't disagree with a thing they say, so all that leaves for me to write here are my own more personal (and spoilery) impressions.

First, it's sad but understandable that this never showed up on my radar when it aired. I'm not a big tv person in the first place. The title tells you nothing whatsoever about the premise or tone. Kristen Bell as the face of the show made it look at a glance like some generic pretty teen 90210 knockoff. It was on a channel I never pay any attention to. And it didn't generate a broad or loud enough buzz to reach my ears.

The character of Veronica Mars, it turns out, is a tech-savvy girl sleuth for the Law & Order/CSI age of crime drama. Kristen Bell very convincingly plays her as someone whose natural intelligence has been sharpened by the problems she's been forced to think through, whose emotional scars are still healing (and it's too early to say whether they'll form an underlying strength or a disfiguring toughness), and who is doing everything she can to put her pain, rage, and confusion to the constructive use of finding out the truth of what caused them in the first place. Fortunately, news of all this did finally reach me, and it's been my pleasure to watch her adventures in this first season set.

Any mystery has a big obstacle to contend with, in the form of a bias I suspect most mystery readers and indeed the general public have developed, of considering all the possible suspects in such a way over the course of their reading or viewing that when the culprit is revealed, it seems to them in retrospect that they guessed the solution much earlier, and they conveniently forget about whatever qualifications or side bets they had in mind up to that point. Veronica Mars does quite a good job, I'd say, of disrupting that kind of "mystery think" with a lot of sleight of hand, in the form, first of all, of smaller weekly mysteries to occupy our minds, and second, in the form of some very solid and engrossing character arcs that spend a lot of time in the foreground.

I must say, though, there's one character arc I never bought--Logan Echolls's heel-face turn. Part of the problem was, they cast him so much to type for the first impression he was supposed to make. I'm sure the actor's a cool enough guy in real life, but on television, visual cues like the shape of someone's head or the way their features are proportioned can carry a lot of moral and emotional meaning. In this case, his physical appearance, mannerisms, and even voice became indelibly stamped in my mind with his mean, weaselly attitude and behavior. And that raises another point--he wasn't just antagonistic and ill-intentioned, but also petty and self-pitying. He had long ways to go in more than one dimension. I was actually with them, buying the nuances they were building into his character, for example, when he manned-up and came forward to take a fall with Weevil. It was way too much, though, when the show tried to make us buy his rehabilitation with Veronica's ultimate seal of approval--her romantic affection. That was quite an unearned and unconvincing development, to my mind, and they never sold me on it.

One thing I thought they did surprisingly well, though, was the rape mystery subplot. Rape as a plot device is extremely problematical, but it looked to me like they made a lot of wise decisions in their handling of it and actually managed to tiptoe through the minefield. First, that's not her "origin story"; without trivializing it, her sleuthy tendencies and expertise don't derive from that experience at all. Second, by making it an important secondary mystery rather than the primary one, they put rape and murder in proper perspective; as horrible as rape is, it isn't "worse than death." And the reason it's not "worse than death" is that it doesn't metaphysically tarnish the victim in the way that used to be imagined, which is another thing the show gets right. Finally, though we're forced to come to terms emotionally with the event over the course of the season, the resolution doesn't just stand it on its head, but executes a bizarre triple-lutz handspring and sticks the landing. Though we do end up with a more-or-less happy ending here, it feels earned and retains a bittersweet quality. At least to me. I'd be curious to hear from anyone who thought they botched it.

Well, I'll leave it there for now. I intend to check out the second season, which from what I've heard is better.

Thursday, April 02, 2009

Leave it to HEROES

. . . to have no fucking clue what to do with Kristen Bell. I'm a little more than halfway through a Veronica Mars-athon (first season dvd set), and all I can say is, thanks Tim Kring, for giving me the push I needed to finally admit how much your series sucked and quit wasting my time with it.

Storie Viola N. 10: La Vergine Corrotta (The Corrupted Virgin), published in August 1986



USA, California. Meet our hero, a normal-looking guy who's trying to find a virgin in San Diego. His method of doing this is simple: he just asks all the young women he sees whether they still have their virtue. To his disappointment he soon finds out that the answers he gets aren't often too honest, so he decides to take somewhat more drastic measures.



He figures that kids are usually virgins and thus follows an eight-year old girl to her home.



One blast from his raygun, and poor little Lucy is suddenly all grown up.



She then goes out and gets into a lot of sexcapades, but doesn't fortunately get deflowered.



When she returns home to her adoptive parents, they neither recognize her nor believe her story. And what's worse, they both happen to be sadistic serial killers, who think they've found a perfect victim.



Especially the mother, Mabel, is a real beast: her fear of heterosexual intercourse has kept her a virgin all these years, and the only way for her to get any erotic satisfaction is to rape and torture girls.



And here's the kicker: Lucy is actually Mabel's niece, the daughter of her dead sister. Even the Greek tragedies weren't this tragic!



Lucy dies, but Mabel finds herself suddenly in danger, too.



You see, our hero is actually a disguised merman from the decadent island of Mu, which sunk into the sea many ages ago, when local gods got angry about all the immorality. It's inhabitants saved themselves by using a weird serum to transform themselves from men into amphibians, but now they have to perform a certain ritual every thousand years, otherwise the gods will smite them again with even more destruction. And that ritual requires a human sacrifice.



What? No, I'm not pulling your leg! It's all true, and to be more specific, the sacrificial lamb has to be a physically pure woman, who is also a vicious and incestuous murderer. Thus Mabel fits the bill much better than poor Lucy, who was our hero's first candidate for the ritual. Poetic justice, people, poetic justice!



And yeah, this is somewhat of a remake, containing elements from both Terror Blu 12 and Terror Blu 75.

Wednesday, April 01, 2009

Interviewing creators

One of my favorite things to do for this blog is interview creative types whose work has made a significant impression on me. I think I'm pretty good at it. Those posts tend to get nice comments and linkage. And I have the sense it's usually quite a positive experience for the subjects.

Before I start writing my questions, I always make a point to look around the internets for any previous interviews with that particular creator. I hate to say it, but most interviewers--even some who probably get paid to do it--don't seem to know quite how to go about it. The sad thing about that isn't only that it leaves readers with something boring and uninformative, but that it cheats interviewer and subject out of a conversation that could be much more enjoyable and yield real insight for both. In the interest of raising the quality of such interviews, I thought I'd share a few thoughts about how I approach them.

The first thing I'd suggest is throwing away the boilerplate. I always shake my head when I find multiple interviews asking the same questions and receiving copy-and-paste answers. What's more, some of these questions elicit basic information that is already available online before anyone even asks about it--in a bio-blurb on the creator's website, for example. I guess the thinking goes that these are The Basics and they need to be covered. Well, they really don't. If someone has already asked about them, they certainly don't need to be covered again. Even if you're the first one to interview this creator, I'd strongly urge you to skip these kinds of questions, because someone else will ask them whether you do or not. And even if nobody does, so what? The kinds of questions I have in mind elicit answers that always read like they've been filled out on some government bureaucracy's triplicate form.

To get a sense of what counts as "boilerplate" to be avoided, I'd recommend the step I say I always take above, of looking into previous interviews. No question that anyone has asked already needs to be repeated. Link to those interviews, if you want to share those questions and answers with your readers. As you do this, you'll quickly notice the kinds of questions that get repeated, both those that are specific to a particular creator, and those that seem to have ossified into some kind of all-purpose, standardized interview script. Eventually, your sense of this will become more intuitive, and you'll increasingly stop thinking in terms of those questions as a matter of course. Your starting point for questions will grow increasingly fresh and individual; you'll start to develop your own style.

One of the most unfortunate things about boilerplate questions is that they go nowhere near the heart of why you (or anyone) would want to interview this particular subject. Now we come to a more positive understanding of what makes for a good interview: going to that heart. My starting point for every creator interview is that this person has made an impression on me or affected me in some way or pushed my buttons, and here's an opportunity for me to gain a better understanding of how they've done it. The best questions formed with that in mind may also help the creators better understand how they've done it; such questions can focus their attention on aspects of their art they hadn't yet considered, or throw new, unfamiliar light on aspects they thought they understood well.

These questions basically concern the creative process. "Where do you get your ideas from?" is a bad question, but a pretty good general point of departure in your thinking. It can be made very good indeed if sharpened correctly and delivered with an interesting angle. How do you go about sharpening this into a good question? Well, take a hard, honest look at what affects you, positively and negatively, in this creator's work. Those are the places you'll want to dig into to find the specific ideas worth asking about. And you're not only interested in where the creator got those ideas from, but how she processed and interacted with them.

Here's another way to look at these kinds of questions. In contrast to scientists and mathematicians, who must show their work, there's actually a fairly strong taboo against creators yakking about the creative process unless someone specifically asks them to do so. There's a very good reason for this taboo--who cares how someone came up with drivel or crap? However much they may be dying to tell their "The Making of . . ." story, creators have to earn the right to "show their work" by producing something interesting enough that someone cares to ask them about it. A large part of your job, as interviewer, is to release them from that taboo in a controlled, selective way that's ideally rewarding for both of you.

It's hard to give general guidelines for this, because in principle there shouldn't be a formula. You're an individual with personal concerns and an evolving viewpoint, and so is the creator, and ideally your questions and her answers will reflect that particularity in a way that's illuminating and fascinating to a broader audience.

I'll see what I can do here by way of a hypothetical example. Suppose I'm going to interview someone who's obviously and unabashedly been influenced by Frank Miller. Not all the questions should deal with Miller, of course, but I really do need to address it. The boilerplate questions are, "So why do you like Frank Miller so much?" or "How has Frank Miller influenced you?" or anything like that. What else can we do with this? Well, has the Miller influence grown more or less pronounced in the course of this creator's work? If so, then it's worth exploring what prior tendencies the Miller influence displaced, or what new tendencies are coming to the fore, and how those relate in either harmony or discord with the Miller influence. Any tensions are worth a look as possible starting-points for questions. Even if the creator has too small a body of work for such trends to be discerned, unless he's aspiring to be an absolute Miller clone, any personal or individual touch can be considered a departure in some sense, and therefore interpreted as a tension you can maybe hang a question on. Really, any juncture where influences converge or diverge, with each other or with the creator's more personal and individual vision, isn't a bad place to look for something to ask about.

Then, Miller's a controversial figure. If this creator replicates some of what makes Miller controversial, let's not shy away from confronting the controversy. I might quote a blog post where someone really rips into Miller on some point, and then say something like, "We see this in your work in such-and-such scene." Or, if I myself don't like that aspect of Miller, I may just say so in my own words.

This brings us to another important point. Don't shy away from being provocative or even adversarial! In fact, I think every interview could benefit from at least one or two questions that are confrontational in tone. Such conflict isn't comfortable at first, but I've done enough interviews now to understand that a good adversarial question is a win for everyone. The trick is to pose a criticism in a fair, honest manner that guides the creator into a way of responding that doesn't come across as defensive. The best way to do that, in my experience, is to identify the creative decision I don't particularly care for, directly and precisely, and then invite the subject to "show their work." I may ask about alternatives considered and why they were rejected, or I may ask how this creative decision fits into the context of others . . . again, there's no formula, and every interviewer will have to find their own way. Ultimately, though, this needs to come across as a "creative process" question like any other. It's just one more opportunity for you to explore with this creator why her work made a particular impression on you, and ideally you'll both come away the wiser for it.

Look at it as doing creators a favor, by freeing them from the taboo against responding to critics. They can't just charge into Amazon or someone else's comments and start defending themselves without looking like totally defensive douchebags. If you do it right, though, your adversarial questions can give them permission and the best shot they'll ever get to try to put across why they thought this was a good idea. Readers will enjoy the conflict, appreciate the honesty, and might even be won over. Alternately, because this kind of questioning encourages creators to review their decisions from the point of view of the creative process (the initial criticism notwithstanding), they may relax their defenses enough to get it and learn something.

Another upside to adversarial questions is that your more complimentary questions will come across as genuine rather than ass-kissing. And that brings us to my final point--don't shy away from being complimentary! Presumably, there's something you like about this person's work, maybe a lot. Well, go ahead and say so! It's one of my favorite things about getting to interview all these interesting, creative people. I'm not saying gush all over them, but there's no need to hide the fact that you're asking about something because it's awesome.

And there you have it! To all the would-be interviewers out there, I say don't be shy, and have fun!

SIN TITULO by Cameron Stewart (webcomic in progress)


Tom Spurgeon's recent mention of this caught my eye; it was buried in the middle of a ginormous "short list" of webcomics he's following, but the accompanying image was intriguingly noirish. Since I'm sliding into a mystery/detective phase, I figured I'd give it a whirl--and was immediately hooked. I've already read it up to date (so don't let archive panic or continuity lock-out concerns keep you away).

The banner above displays the two foci of mystery at the heart of this comic. We're introduced to Alex Mackay as an ordinary guy with a recurring dream of a beach--pretty bland, actually, as dreams go. The first we see of him awake, he's visiting a nursing home, being informed to his surprise that his grandfather who was staying there has been dead for a month. Tucked in a book in his grandfather's effects, he finds an odd photo of his grandfather with a beautiful and much younger woman. Out of little more than natural curiosity, it seems, Alex inquires about the woman. It's a step that places him on a downward, dark, and bloody path.

This might be a good time to mention that "Sin Titulo" is just Spanish for "Untitled." I can't help wondering if Stewart means it as a tongue-in-cheek riff on the noir and hardboiled elements that emerge as Alex stumbles and staggers deeper into mystery. The mystery, in turn, grows increasingly metaphysical and bizarre. It's often compared to David Lynch and Lost in comments and reviews. I'm afraid I can't speak to either reference, since I've never seen Lost and haven't watched a Lynch movie since that Twin Peaks one years ago.

One or two scenes struck me as visually reminiscent of the first Matrix, as did the emerging questions about reality vs. dreams vs. maybe some other (more real?) reality. Stewart is definitely working up to some hefty reveal, or possibly a string of them--in any case, I'll be eagerly following along.

The art, as you can see, is perfect--stylish, deceptively simple, gorgeously evocative, and haunting. Really, if this were a book, it would be my next purchase.

Here are an earlier (and slightly more ambivalent) review by Tom Spurgeon, reviews at Storming the Tower and Geekadelphia, and a podcast review at Digital Strips.

Again, read Sin Titulo here!