Sunday, November 07, 2010

GANTZ 1-13 by Hiroya Oku Works (Dark Horse)


Notoriously packed with nudity, sex, violence, and gore, Gantz lends itself a little too easily to the reductive view that it does no more than pound the most basic buttons in readers' psyches.  Ng Suat Tong argues as much in a rant that might as well be titled, "YOU DAMN ONANISTS GET OFF MY LAWN!!1!":
It would be easy to imagine this manga being put together by a bunch of sexually deprived nerds huddled around a computer screen but, no, I’m going to be kind here and just call them a group of over-sexed wankers. Gantz is clearly aimed at young males with a history of gaming, buying gravure idol magazines and indulging in H games.
In fairness to Ng, when I say Gantz lends itself a little too easily to that view, I mean the very first page:

. . . turns out to be a centerfold from a gravure idol magazine:

That's just for starters.  Very shortly afterward, less than halfway into the first volume, we get the scene that really colors--no, cements--most perceptions of the series.  It begins with the materialization of a naked girl with enormous breasts into Kei's arms.  The process is gruesome, because her insides are visible until it's complete.  When it's over, Kei thinks, "That's the grossest thing I've ever seen.  And yet I feel so horny right now."  A yakuza drags her away to rape her.  She's narrowly rescued by someone who tells her to cover up or he might just rape her himself.  And then . . . ah, er, well, there's this dog . . .

Yeah.

Keeping on like that, the chapter breaks are almost always fan service:

In a later arc, Kei fucks an Angelina-Jolie-as-Lara-Croft lookalike:

And then, in the back of volume 8, there's this:

When nudity and sex are so in-your-face, to such juvenile effect, it's hard to blame Ng for writing Gantz off as fanboy wank fare.

Gantz has defenders, though, who argue that it's more than that.  Deb Aoki tries to read some thematic depth into it with her claim that it "Raises thought-provoking questions about how little value life has in modern society," and her characterization of it as "a morality play about an amoral society."  Somewhat more convincingly, Noah Berlatsky points to facets of merit and quality in the opening scene, as indications that it isn't just hackwork.  In the midst of a rambling defense, Abhay Khosla comes closest to identifying what I'd consider the chief strength--an intriguing premise, compellingly developed. Jog also gets a lot right in this summation:
I’ve always felt the entire point of Gantz is that it’s a gross, oversexed, faintly tongue-in-cheek trashy manga take on The Matrix and other big money action spectaculars, powered mainly by Hiroya Oku’s firm command of loooongform serialization and his idiosyncratic take on sci-fi action particulars.
Well, let's start to unpack all this.  As high-concept, Gantz mashes up reality tv with first-person shooter video games, by arming mixed ensembles of ordinary people with futuristic gear and then sending them out to hunt aliens.  In execution, creator Oku builds in a lot of hooks and twists.  The characters are gathered at the moment of their death.  One by one, they materialize inside an apartment furnished only by a large black sphere named Gantz--but this portentious minimalism is offset by a window clearly overlooking Tokyo, a view of life going on as usual outside.  Is this a kind of afterlife, as some of them speculate, or something even stranger?  When Gantz begins communicating with them, it turns out to have a quirky personality and dissonant sense of humor:

If the sexy stuff is the icing, the alien hunts are the cake--the true substance of Gantz.  The bodysuits and weapons that Gantz issues to the characters are frightfully powerful but often counter-intuitive to operate and disturbingly unpredictable.  The alien quarries start out seeming silly, but for every hunt after the shell-shocking first one, I cringe along with the returning characters in expectation of nasty, horrendous surprises.  Oku always delivers, with a gleefully vicious inventiveness.

As extended fight scenes, the hunts aren't just choreographed; they're very well-plotted--propelled through strong, wild arcs with hinky, unconventional rhythms that kept me off-balance every time.  Each one is a bloodbath.  No matter how the protagonists prepare or strategize, they always get rocked back on their heels, and the question always grows desperate whether they can stop a clusterfuck from unraveling into a massacre.  In tone, the hunts see-saw between Matrix-y action and horror, and the suspense and catharsis of seeing which way they'll ultimately tip is the emotional payoff.  I've not felt cheated yet, but if I had to pick a favorite, the third hunt (vols. 6-8) is for Gantz what the "Made to Suffer" arc is for Walking Dead.  Everything leading up to it develops within certain bounds, but afterward the series opens up in a number of fresh directions (not all of them to my liking, but any shakeup of a proven formula is bound to get mixed reactions from fans).

As for the art, using computer 3d modeling to enhance traditional pencil and pen work lends the action a quality that is a little sterile, but impressively crisp and slick, like a high-production-value blockbuster movie or a top-shelf video game.  As Oku explains in an appendix, that's pretty much what he was going for, and he only wishes it was more pronounced.  It certainly suits the story.  I wouldn't want all comics to look like this, but here it works to terrific effect. 

If I haven't said much about the characters, well, this really is not a character-driven series.  Kei is the anti-heroic protagonist.  We might charitably say he's introduced with plenty of room to grow, both as a person and as a character; less charitably, he's a snotty young asshole depicted as flatly as the paper he's printed on.  He does seem to be growing and developing in later volumes, but it's not altogether convincing.  The narrative devices creak a little too noticeably.  We'll see how far Oku cares to explore that angle, and how much talent he can bring to it.  We get to know other characters about as much as we get to know reality show contestants who are eliminated within two or three episodes.  Some are more appealing than others, but it almost comes down to chance whether or not they survive the meat-grinder carnage of a hunt.

Overall, I found this a solid genre hybrid that looks great delivering cool, exciting sci-fi, action, and horror elements, with an exploitative sensibility that occasionally pushes it over the line into straight-up hentai. Definitely not for everyone, but if it is for you, highly recommended!
  

Thursday, November 04, 2010

Why Fans Love Crap

I recently enjoyed Uncanny X-Men Omnibus, Vol. 1 (this isn't my review; that will be a later post). When I respond strongly to something one way or another, I like to see what other people have to say about it. Thus I happened across Tucker Stone's liveblog of his reading of this Omnibus in a single sitting (parts: one, two, three, four, five). He's candid from the beginning that he brings to the reading a "dislike for the X-Men," which he says "solely stems" at that point, before he's read the comics, "from the arbitrary nature of how people end up reading, and liking, spandex super-hero comics in the first place." I don't read his stuff regularly, but from what I recall when I was making the comics blogospheric rounds during Blackest Night, I had a pretty good idea what to expect. Sure enough, it's par for course, though he does kick it up a notch at the end with this dick move. I figured it would sour my enjoyment a bit, but I read it anyway (for the sake of the critical discourse), and it did.

Now, the run of X-Men reprinted in this volume (from Giant Size X-Men #1 through X-Men #131), plus the dozen remaining issues from artist John Byrne's tenure that somehow didn't fit into this 800+ page doorstop, is considered by many to be one of the best in the history of the whole X-franchise, and even in superhero comics, period. Is it really as mockable as Stone makes it out to be? As someone who loves it, I honestly have to admit that, yeah, it kinda is.

X-fans won't thank me for drawing this comparison, but I was reminded, reading Stone's remarks, of this extended, ferocious mockery of the Twilight series (and here's more where that came from). There, too, we have something much beloved by legions of fans, that seems to positively invite every nasty thing any hater has to say about it. Twilight actually prompted a lot of head-scratching and even soul-searching among feminist critics who couldn't see past its myriad problems, but nevertheless felt reluctant to dismiss outright something loved so intensely by so many female readers. There was genuine effort to understand what fans got out of it. And no matter what the answer, the question remained--couldn't those fans get that from something better?

Well, maybe not.

It's remarkable how the most passionate fandoms tend to form around material that's quite flawed and/or ridiculous from the perspective of someone who isn't a fan. I suspect it's no accident. I'll try to explain here the underlying dynamic I think is at work.

I trust that everyone reading this has at one time or another experienced immersion in a book, comic, or movie. You begin with a fairly diffuse awareness not only of the text (i.e. the work in question, regardless of medium), but also of your surroundings, the passage of time, various bodily sensations like your posture and comfort, etc. Gradually, as conditions permit and the text rewards your attention with an experience that is pleasurable or gratifying in some way, your focus narrows. This narrowing is also an intensification; you don't just stop paying attention to your surroundings, but rather, the attention allocated to them actually redirects to the rewarding stimulus, heightening the experience that much more. As this reallocation continues to be rewarded, the attentional system grows resistant to diverting any attention away from the experience. At this point, the attentional system effectively screens out potentially distracting stimuli that don't cross a rising threshold (i.e. addressing you by name might not be enough to get your attention; someone might have to jostle you by the shoulder or snap their fingers in front of your face before you notice).

The cognitive mechanism that makes such immersion possible is really just an extension of the normal filtering that permits us not to be overloaded with incoming information all the time. As Daniel Goleman summarizes:
There are compelling reasons for this arrangement in the design of the mind.  It is much to our benefit that the raw information that passes from sensory storage to awareness sifts through a smart filter.  The region of consciousness would be far too cluttered were it not reached by a vastly reduced information flow. . . .

The idea that information passes through an intelligent filter led to what has become the prevailing view of how information flows through the mind. . . . In this model what enters through the senses gets a thorough, automatic scan by long-term memory--specifically by "semantic" memory, the repository of meanings and knowledge about the world.  For example, every bundle of sounds automatically is directed to an "address" in semantic memory that yields its meaning.  If you hear the word "grunt," semantic memory recognizes its meaning; if you hear a grunt, semantic memory also recognizes that the sound is not a word.

All this filtering goes on out of awareness.  What gets through to awareness is what messages have pertinence to whatever mental activity is current.  If you are looking for restaurants, you will notice signs for them and not for gas stations; if you are skimming through the newspaper, you will notice those items that you care about.  What gets through enters awareness, and only what is useful occupies that mental space. . . .

In scanning incoming information, semantic memory need not go into every detail; it need only sort out what is and is not relevant to the concern of the moment.  Irrelevant information is only partly analyzed, if just to the point of recognizing its irrelevancy.  What is relevant gets fuller processing.
Obviously, this scanning and sorting process is amazingly rapid.  It's also sensitive and responsive to pain and pleasure.  In one series of experiments cited by Goleman, subjects looked at pictures that juxtaposed neutral images with distressing ones; in some cases, eye-tracking determined that a subject's gaze could go right to the edge of a distressing image and trace its outline without ever straying into it:
Spence, in trying to figure out just how such a trick might be possible, suggests there must be some part of the visual system that takes a "pre-look," glimpses [the distressing stimulus] in peripheral vision, marks it as a psychological danger area, and guides the gaze to the safe areas.  The whole operation never reaches awareness.
These filtering mechanisms, in extreme circumstances, make it possible for people living under tyrannical regimes not to notice things they're forbidden to acknowledge, or enable people in dysfunctional families not to notice ongoing abuse, etc.  But such mechanisms needn't only function defensively, to manage anxiety by screening out intolerably threatening information.  In the kind of immersion I describe above, they function to maximize pleasure by screening out whatever threatens the pleasurable experience.

Now we come to an interesting juncture. It seems commonsensical to think a text that poses no internal obstacles to the reward it offers will deliver the most rewarding experience--to think, for example, that something better than Twilight might deliver everything Twilight offers, only better. But we're talking here about the operation of a system that will continue to pursue a reward as long as a text continues to provide it, just as flowers turn toward sunlight and roots grow toward water.  If the system encounters obstacles or threats to that reward within the text, it will continue to narrow its focus to exclude them. Thus, a poor writing style goes unnoticed, technical mistakes are ignored, awkward plot developments are accepted, embarrassment and self-consciousness aren't provoked by one's enjoyment of story elements that might otherwise seem silly or childish, etc.

Again, this deeper level of immersion I'm proposing isn't simply a matter of selectively switching attention off, but of redirecting it, in this case, from the textual elements that might compromise the experience to the textual elements that support and deliver the experience. And again, this heightened attentional focus on those elements makes the experience that much more vivid. Actually, the process itself is intensified here, since what must be ignored is part of the text, not peripheral to the experience (as, for example, awareness of one's surroundings is peripheral to the experience of the text), and the system must therefore work harder to exclude it by focusing harder on the rewarding elements.   

Ironically, then, the more diffuse attention permitted by a better text wouldn't deliver quite as potent a dose of the rewarding experience as that delivered by a text where problematic aspects force this more extreme narrowing of attention.

And there's more to it even than that.  Naturally, the "smart filter" that makes all this possible is neither infallible nor unlimited.  Sometimes it lets something through that it should screen out.  Sometimes a flaw crosses the threshold of being too bad or obvious to be ignored. If an experience is rewarding enough, though, backup mechanisms can come into play to continue protecting and pursuing it, even when the filter fails.  Thus, for example, a flaw obtrusive enough to break through into awareness isn't permitted to ruin the experience, but is instead interpreted in a more positive light, as a distinguishing element or stylistic touch that actually enhances it.  This is how fans can say, in all sincerity, "To me, that's part of the charm," when non-fans, incredulous that anyone could like something so awful, point out a problem that seems especially glaring (I've discussed this before here).  Creators influenced by such a text might deliberately imitate the flaw in their own work, or incorporate it into their style.   

The catch in all of this, of course, is that a text really needs to be sufficiently rewarding in the first place, and must continue to reward the increasing investment of attention at each progressive degree of immersion.  None of this will work if a text is just crap, pure and simple, through and through.  Flaws are all too apparent when a text doesn't make it worth the attentional system's while to screen out or reinterpret them.

Obviously, what's experienced as rewarding will vary wildly from person to person (or even the same person in different states of mind), as will the thresholds up to which flaws can be tolerated.  But popular culture can help tune large numbers of people's internal settings to within a shared range, and something like Twilight manages to be a monster breakout commercial success by striking just the right balance for such a "harmonized" mass audience.

I don't know if it's possible for a creator to strike that balance on purpose; I certainly wouldn't recommend trying it by deliberately crafting flaws into a work.  No text is going to be perfect, so as long as a text succeeds in being rewarding enough, this dynamic will be operative to some degree, in any case. 

I'll close by posing a question to which I don't have an answer, as I've just begun to think about it.  What is the critic's role, when faced with such a text?  I don't think it's to convince all those stupid fans that what they stupidly love is just a bunch of stupid shit, and make them feel stupid for loving it.  It seems like there should be some critical balance between an objective assessment that notes the flaws for what they are, and an acknowledgment that the text works in a special way (a way that most critics, by temperament and training, are in no position to experience firsthand), in large part because of those very flaws.  I don't know.  Your thoughts, Groovy Agers . . . ?

More WALKING DEAD discussion

. . . over at Sean's new place, which is worth a visit in any case, for anyone who hasn't had a look yet. I like it!

Tuesday, November 02, 2010

AMC's WALKING DEAD: Second Thoughts

My initial review wasn't very balanced. I suspected it wouldn't be. That's why I called it "First Impressions." I harped on and on about one aspect I didn't care for (and still don't--I haven't changed my mind on that point), then mentioned what I liked in a single perfunctory paragraph. To restore a bit of balance, I'd recommend Leonard Pierce's much more positive review at A.V. Club, which does a nice job of explaining a lot of what I think works about this first Walking Dead episode.

One point Pierce touches on is comparisons between the show and the comic, and he rightly reminds us that, "the show is not the comic." I get that. I'm not a purist who will get in a snit every time the former departs from the latter. So just to clarify, my point of saying in my review, "Rick and Shane's conversation about women never happens in the comic," wasn't to criticize the show for not being faithful enough to the comic, but was rather, as I've said before, "Of course adaptations have to take some liberties, but why take them in this direction?"

Monday, November 01, 2010

AMC's WALKING DEAD: First Impressions

So was this as terrible as Zom made it out to be in an advance review? Well, yes and no.

Rick and Shane's conversation about women never happens in the comic (in fact, on a quick flip-through, I couldn't find any basis for it whatsoever). It needn't have turned up in the tv show at all, and leading off with it was a spectacularly awful choice. If the comment thread to this post at Jezebel is any indication, the comic has a strong female following that was excited to tune in to the show. Slapping them in the face with that kind of dialogue within the first ten minutes is just boneheaded, and sure enough, it's as alienating as anyone could have predicted.

I think the purpose of it is to draw a contrast between Rick and Shane, so we'll know who to root for in the love triangle subplot, but what comes across about Rick isn't that he uses less flagrantly degrading words for women, so much as that he joins Shane in complaining about them. Really, everything to do with the Rick/Lori/Shane subplot in the show seemed dumbed-down, oversimplified, way more on-the-nose than in the comic, and just plain clumsy (as Zom mentions, "There’s a scene late on where Shane tells off [Rick's] wife for wanting to help other people, accuses her of jeopardizing the life of their child, and not only does she come round to his way of thinking, she also decides that this is in fact a very sexy moment.").

Whatever purpose that dialogue is meant to serve, it does sound like straight-up misogyny, and since that's almost the first thing viewers encounter, if they tune out or let it define the whole rest of their experience of the show, the creators have only themselves to thank for that.

Whilst I'm on my PC high-horse, I might as well mention that I wasn't too thrilled, either, with the way Morgan and Duane were depicted. They seemed like fairly broad stereotypes of black southerners, much moreso than in the comic. It wasn't just the accents (though they were pretty awful); the characters were also played with a more deferential manner toward Rick than I imagined on my reading. It didn't ring true, and I didn't care for it.

Having said all that, I could still appreciate the zombie effects, the action, and occasional moments of truly haunting beauty. That scene of Rick riding a horse into Atlanta was a great choice for a promotional image, because it just has "instant icon!" written all over it. And Rick's dealings with that hideous yet pitiful crawling torso were surprisingly poignant and touching, amplifying the power of those scenes in the comic by whole orders of magnitude.

And so, this pilot definitely got off on the wrong foot, and was disappointing in other ways as well, but a lot of it was very promising too, and of course the source material is rock-solid. I'll certainly tune in next week, and I sure hope the more awkward elements improve as the series continues.