Revisiting
the Maturing of the Comic Book:
A Quick
Eccentrially Skewed Tour of The Crucial 1970-1990s
FROM FIGURE
DRAWING TO STORYTELLING
From
Corporate Creation to Individual Expression
BY THE END OF
THE EIGHTIES, the situation in mainstream comic book production had changed greatly.
In addition to being paid set fees per page, creators could earn royalties
based upon the sales of the their comic books and sometimes a percentage of the
ancillary revenue generated by merchandising the characters. They also
retained ownership of their original art (a development originating in the
underground), and they sometimes owned the characters they concocted. As the
1990s dawned, the economy of the comic book industry had been so violently
altered that a cartoonist producing comic books could become very wealthy.
Indeed, some, riding the crest of momentary fan adulation, became millionaires
overnight.
While
underground comix were revolutionizing the comic book economy in this country
in the late 1960s and early 1970s, they were also influencing content abroad.
European comics blossomed under an arrangement quite different from the
American system. Newspaper feature syndication doesn't exist; newspaper comic
strips are produced for individual publications only. Most cartooning on a national
scale takes place in magazine format. Cartoonists draw for weeklies that print
multiple-issue stories in 4-6 page installments. After the initial printing in
serial form, the pages are collected and re-issued in hardbound
"albums." Comic books in Europe are, therefore, real books, not
magazines. And they have a cultural status that American comic books would not
achieve for years. Moreover, the production values in European comics were
much higher: the colors are applied in a painterly fashion, not mechanically
by overlays (as in the U.S.), and the full-color art is printed on high quality
coated stock. Comic book art in Europe is beautiful to look at because the
visual character of the work is carefully created and then enhanced by the
manner of publication.
European
cartoonists were as astonished and liberated by American underground
cartoonists as those cartoonists had been by Harvey Kurtzman and Mad. Mad, in fact, was as much an inspiration overseas as it had been in the
U.S. (Kurtzman's connection to the European cartooning community was even more
direct. Rene Goscinny, who had created the mildly satirical and
internationally popular Asterix series with Albert Uderzo and had
founded Pilote magazine in 1959, was a friend and admirer of Kurtzman's.
Goscinny had spent several years in America, and during most of them, he worked
out of the studio Kurtzman and Will Elder operated in the late 1940s.)
The weekly magazines in Europe were produced chiefly for young readers. The
American underground cartoonists showed that comics produced for a mature
readership could be financially viable. Soon, Europe's albums of comics began
to address adult themes in very sophisticated terms.
Meanwhile,
on the American side of the Atlantic, underground cartoonists were becoming
introspective, their treatments calmer, their subjects more varied. Perhaps
their purely rebellious energy had been spent in the orgy of sex and drugs
comix that reached peak production in the early 1970s. Perhaps they had grown
wary. A tide of censorship had washed over the land in the mid-seventies.
In
June 1973, the U.S. Supreme Court issued a new ruling on obscenity that gave
local governments the power to determine what was pornographic. Comix had been
sold almost exclusively through the "head shops" that had grown up in
large metropolitan areas to sell drug paraphernalia— bongs, papers, roach
holders, etc.— as well as exotic clothing and the other psychedelic trimmings
of the counterculture. These outlets, already operating on the legal fringes
of their communities, stopped carrying comix for fear authorities would use
local obscenity laws to shut them down. The market for comix eventually
revived, but it was never as flush with product as it had been before the
Supreme Court ruling. And in the interim, cartoonists had discovered less
blatantly offensive subjects.
Robert
Crumb, one of the seminal figures in the underground movement, had always
been a character in his own comix. He had developed other characters— Fritz
the Cat, Mr. Natural— but he eventually wearied of them all. Only his Crumb
creation, his alter ego, commanded his unflagging interest. (For a more
detailed examination of Crumb and other cartoonists who created similarly
autobiographical works, odysseys in private exploration, sometimes searing in
their self-revelatory themes, consult a book of mine, The Art of the Comic
Book.) With Crumb as exemplar, comix increasingly became personal artworks,
individually expressive reflections of the interests of their creators rather
than products of a publisher's tradition or market research. Paralleling this
development were the ground-level comic books of the alternative press in which
cartoonists examined slices of ordinary life, searching for the daily drama of living.
In
a way, it was the underground that opened the way to a new marketplace. The
counterculture's head shops had enabled comix to survive— even thrive— and in
doing so, they proved that general newsstand distribution was not essential to
economic vitality. The direct sale comic book shops that sprouted up all over
the country in the 1980s represented a merchandising network much like that
which had been established by the head shops. Comix alone could not have
supported the national circuit of direct sale shops specializing only in comic
books. But once that network was in place, the market for the personal works
of underground and unconventional cartoonists was ready. And the publication
of such works was no longer confined to the alternate press.
The
success of the direct sales network had freed major mainstream publishers from
their traditional economic bondage to an antiquated distribution system.
Marvel and DC contemplated the direct sales shops and saw dollar signs. And
before long, even these faceless corporate funnybook factories began to produce
comic books that reflected the personal visions of their creators.
The
earliest forays into this new territory took the form of "relevant"
comics that touched on social issues like poverty and drug use, and the first
of these in the early 1970s preceded the direct sales market. The most
astonishing effort of the decade, however, was Steve Gerber's Howard
the Duck, a send-up of the Marvel Universe that graduated into social
satire and then turned inward to evolve an intensely personal statement.
Artistic
expressiveness of a highly individualistic sort had never been particularly
welcomed by traditional comic book publishers. The corporate mind, ever
focussed on the bottom line of the balance sheet, favored bland "house
styles" of rendering and committee-generated stories, neither of which,
given the compromise inherent in the process, would be likely to offend
potential buyers. But the medium had always attracted creative people, and
they had lived and worked within its commercial constraints, sometimes happily,
sometimes restively. And as direct sale shops began to prove their viability,
the economics of the industry seemed beckoning to more adventurous, more
personal, endeavors. Still, the route to individual expression in mainstream
publishing was a long and tortuous one; it was, in fact, not one route but
several, each a tributary that followed a different course to a seemingly
different objective, but some culminated in the 1980s in an artistic
renaissance that found its impetus in all of the creative impulses of the
diverse endeavors. And the renaissance flowered in the fertile economic garden
of the direct sale shops.
For
the sake of discussion, let me simplify the progression by positing that there
are two traditions in comic book creation— the figure drawing tradition and the
storytelling tradition. Neither is wholly exclusive of the concerns of the
other, but each pursued its emphasis with slightly different results. Jack
Kirby belongs at the beginning of the figure drawing tradition. The
artistic preoccupation is rendering the human figure, and the comics were all
anatomy and the figure in action. Kirby was not so absorbed in this endeavor
that he neglected storytelling; that's one of the things that made him unique.
Lou
Fine was another of the early comic book artists who focused on the figure.
For Fine, his heroes’ costumes were virtually non-existent: to enable his
rendering of anatomy in loving detail, he almost ignored costumes, with the
result that they seemed, on Fine’s figures, to be painted on the bodies. Fine
did not originate skin-tight costumes for superheroes, but in his hands,
skin-tight reached its apotheosis.
Artists
like Kirby and Fine helped to establish the importance of figure drawing in the
superhero genre of comic book, and many of those who followed in their
footsteps were polished artists without being storytellers at all. Others were
both storytellers and graphic artists. Such artists as Gil Kane and Curt
Swan and Murphy Anderson belong in the figure drawing tradition.
The
figure drawing school may be said to have reached its apogee in the early 1970s
in Neal Adams, whose skill and subtlety in rendering the human form in
action was extraordinary. Kirby and Adams set the mold for house styles:
those who began drawing for comic books after them were often directed to
imitate their styles. Bill Sienkiewicz and John Byrne were, for
a time, Adams clones. And to a lesser extent so were George Perez and Jose
Luis Garcia Lopez. Sienkiewicz eventually changed his style radically;
Byrne didn't, but when he began writing his own stories, he stepped from the
figure drawing tradition into the storytelling tradition and stood there, a
formidable foot in each camp. The figure drawing tradition would culminate in
the poster pages of Image Comics, where, for a time, picture reigned supreme
almost to the complete exclusion of story. But Image Comics would not have
been possible without the effusions of the more individualistic storytelling
tradition.
I
put Will Eisner and Kurtzman at the headwaters of the storytelling
tradition. Their preoccupation was less with drawing and more with story, with
content. Their drawings were composed to serve the narrative, to time its
events for dramatic effect; similarly, panel composition aimed at intensifying
the impact of aspects of the story.
And their work was also highly
individualistic; it was therefore unsuited to anything so homogenized as a
"house style." Those who were inspired by the work of Eisner and
Kurtzman or who worked in the storytelling tradition produced comparatively
idiosyncratic works, which, in turn, stimulated others of similar persuasion.
We can see the process at work in tracing Kurtzman's effect on underground
cartoonists and on European cartoonists. But the storytelling tradition found
champions in the American mainstream, too.
At
Marvel in the late sixties, Jim Steranko was renovating the rhetoric of
comic books with a flashy array of special visual effects. Many of these were
gimmicky devices— color holds and hallucinatory optical effects— but Steranko's
splash pages often showed Eisner's influence, and in some of his sequences we
find the kind of pacing for dramatic effect that distinguished the work of both
Eisner and Kurtzman.
Special visual effects intrigued several of Steranko's
cohorts.
Neal
Adams did elaborately symbolic page layouts sometimes— once shaping his
panels in the profiles of his characters, once drawing a wavy grid of panel
borders the seeming undulation of which reflected his hero's momentary
disorientation, another time superimposing the grid upon a full-page rendering
of a face so that each panel focussed our attention on a separate expressive
feature of the visage.
Walt
Simonson in the early 1970s used typography in decoratively dramatic ways
in his Manhunter series for DC; and he regularly discarded the conventional
grid layout of pages in order to arrange panels of different size and shape in
ways that would give dramatic emphasis to the events of his stories. Comic book
pages began to have the quality of graphic designs. Of this development, Howard
Chaykin is a particularly avid proponent.
Chaykin
left comic books for a few years in the late seventies to do "visual
novels" for Byron Preiss. For Empire (1978) and The Stars My
Destination (1979), he produced fully painted illustrations— several to a
page in the fashion of comic book panels— that shared the narrative with the
original author's accompanying text. When he returned to comic books in 1983
with his American Flagg! series for First Comics, Chaykin brought with
him a heightened sense of design, and the pages of Flagg! are laid out
like posters, panels alternating with full-figure renderings or lobby-card
close-ups against a plain white ground. Typography also plays a dramatic role in the page
designs and in the narrative itself, different type faces evoking a variety of
emotional responses.
The
pronounced design quality of Chaykin’s pages gives sheer imagery a narrative
role; there is little continuity of action in the usual manner of comics. The
reader absorbs the story as a series of visual impressions, and Chaykin
heightened the sense that the narrative progressed by imagistic fits and starts
with a storyline that is extremely elliptical, jumping from one incident to the
next and landing his readers, often, in the midst of the action with little or
no preamble. And he employed the cinematic maneuver of the voice-over: in the
last panel of a sequence, the speech balloons of the next sequence frequently
appear, making the bridge between scenes. When more elaborate connective
tissue was needed, he used television as his narrator: TV commentators supply
explanatory background with their reports and analyses of the
"news."
In
subject, Chaykin's story is gritty and vulgar: it plunges through street gang
violence in a futuristic multiplex with Reuben Flagg's sexual dalliances as a
leitmotif. In treatment, American Flagg! is sophisticated and
intellectually intriguing, often in the manner of puzzle-solving. Emotionally,
however, the tales are seldom engaging; none of Chaykin's characters are
sympathetic enough to make us like them. Still, Chaykin's comics are for
adults: they are mature in theme and in manner of presentation.
Elsewhere,
at Marvel a young artist named Frank Miller was mastering the rhetoric
of the medium and deploying it more and more expertly in each successive issue
of Daredevil. Miller devoured Eisner and Kurtzman and everyone else who
came under his questing eye. He put the lessons he learned to work as he
learned them. He seemed to move immediately, almost instantaneously, from mimicry
to mastery: he understood a technique he observed so thoroughly that he seemed
wholly in command of it the first time he employed it. And every device he
used, he improved upon.
And
Miller had an impact. Other comic book artists watched him. And, even more
importantly for the evolution of the medium in the commercial arena, his work
stimulated sales. Daredevil was one of Marvel's slow movers when Miller
was assigned to it in the spring of 1979; within months, Miller had made it a
best seller. And in the process, he had conducted a virtuoso demonstration of
an astonishing variety of storytelling maneuvers.
His
aptitude for storytelling by yoking the visual to the verbal was so fecund that
he soon left his writer behind; after only ten issues, he was writing his own
stories. He wrote Daredevil into the same shadowy, grimy underworld of petty
criminals that Eisner's Spirit had dwelt in; and he manipulated mood and time
with an adroit skill that evokes both Eisner and Kurtzman.
Miller's
success with Daredevil was emblematic of the last step in the evolution
of individualized expression in mainstream comics: with the emergence of the
artist-writer (the cartoonist), the committee-generated comic book went into
decline. John Byrne had also made the transition from artist to
artist-writer, but he drew in the conventional house style and so was neither
disruptive nor inspirational as a creative personality. Miller, on the other
hand, dazzled with technique and seemed to throw off innovations with every
page of his work.
Miller
left Daredevil and Marvel in late 1982 and produced a six-issue series
for DC called Ronin (1983-84). Set thirty years in the future, the story
brought the traditions of the masterless samurai into science fiction. But
more significant than the substance of the story was the manner of its
execution.
Miller
regarded the months he spent on the project as the most liberating of his
professional life. He broke all the rules. His breakdowns and page layouts
are startling departures. On some pages, all the panels are page-wide
horizontals; on others, all page-wide verticals. Sometimes whole pages were
devoted to a single drawing; some drawings take two pages, a double-spread.
Some pages have four panels; others, a score. He used color and imagery
rhetorically. And all these pyrotechnics served the narrative, giving it
emphasis and tone.
Finally,
Miller also broke with the traditional rendering style of superhero comics. He
both pencilled and inked Ronin, using a simple often delicate line. The
pictures are textured with hachuring as well as cross-hatching, but his figures
are frequently drawn in mere outline. In fact, the visual styling changes
subtly from scene to scene to suit the mood of the sequence being rendered. Ronin was a vivid and persuasive demonstration of the medium's new direction in the
mainstream: the story was drawn in a graphic style as personal in execution as
it was individual in conception.
Freed
from the time-honored graphic conventions of the medium, Miller took the next
step with the spectacularly different visuals of his 1986 DC offering, The
Return of the Dark Knight. In this four-issue, square-bound paperback
series, Batman comes out of retirement, a rampaging psychotic. And the startling
re-interpretation of this sacred superheroic icon was reinforced by Miller's
sometimes unorthodox graphic treatment. He often simplified his rendering of
the heroic figure into abstraction; the pictures, frequently almost
caricatures— cruel in their exaggeration— give the story a raw edge. With the
advent of Dark Knight, individual graphic styling invaded the sacred
precincts of the house style and laid it waste as nothing had before.
The
series attracted national attention, proclaiming the literary and artistic
legitimacy of the comic book form, which, when in square-back format, began to
be termed “graphic novel.” And this success, both commercial and aesthetic,
established the validity of eccentric, highly stylized storytelling
techniques.
Miller's
other innovation, telling a story that dwelled on the dark side of Batman's
soul, ushered in a new era in superhero comic books: slowly at first then more
and more frequently, stories about the traditional superheroes got grimmer, the
streets meaner and grittier, and the personalities of the heroes more flawed.
Some of these colorfully clad avengers, mostly notably Batman, teetered on the
edge of sanity.
By
the early 1990s, some comics readers were beginning to complain about the
"darkening" of heroism: their heroes not only had feet of clay, they
had dirty hands, foul mouths, and the ideals of psychopaths. Distasteful
though this development was, it also signalled the emergence of a new artistic
freedom in the industry.
The
evolution of the medium was now virtually complete: the graphic novel was on
the cusp of establishing literary legitimacy, and both the stories and the
manner of storytelling could be extremely individual, even idiosyncratic.
Teaming
with Bill Sienkiewicz, Miller continued in this vein with Daredevil: Love
and War in 1986 and Elektra Assassin later in the same year.
Sienkiewicz abandoned conventional linear comic book illustrative methods
altogether for both books: the panels were painted in full color, shapes and
figures defined and modeled by hues and tones rather than by line. His
treatment of the human face and form was stylized, wrenched into abstract
caricatures of the personalities of the characters. And raw imagery played a
narrative role in both stories.
Printed
in full color on glossy paper and square bound, both books reflected a growing
European influence. Starting in the mid-1980s, the higher production values of
European albums were more and more to be found on the American side of the
Atlantic. And as the decade drew to a close, another European practice was
becoming almost commonplace: increasingly, publishers re-issued a best-selling
series of comic books in a single bound volume, an "album," often
between hard covers and printed on higher quality stock than the original
printing.
The
European influence was manifest even more directly in the eighties: British
writers began producing stories for American publishers. While Miller was
doing Dark Knight, Alan Moore was writing Watchmen for
fellow Briton Dave Gibbons to draw. A twelve-issue series that started
in September 1986, Watchmen was built on the conceit that if superheroes
and costumed crime-fighters were real, they would probably be outlawed as
vigilantes. Setting his tale slightly into the future, Moore crafted a
multi-layered, densely textured story, as laden with leitmotifs both visual and
verbal as a James Joyce novel. The complexity of the storytelling made the
series an intriguing read, but Moore's conclusion did not live up to the
promise inherent in his premise. Although ostensibly debunking the superheroic
mythology (albeit affectionately), Moore was at last driven by its conventions
to end his story in a nearly traditional way.
But
he and Gibbons had demonstrated as never before the capacity of the medium to
tell a sophisticated story in ways that could be engineered only in comics.
And perhaps even more significantly, this complex work had been published by a
newsstand publisher, DC Comics.
Watchmen's success (it was subsequently reprinted, several times, as an “album”)— coupled
to that of Miller's Dark Knight— opened even wider the door in
commercial publishing for expression of a creator's personal vision.
Neil
Gaiman, another Englishman, soon began writing The Sandman, a
haunting series of tales in which a modern version of Morpheus lurks around the
edges of people's lives, uttering angst-laden psycho-profundities about the
futility and meaninglessness of life. Gaiman worked with different artists but
his best effects are achieved verbally, in the poetic images and philosophical
metaphors of his prose.
As
noted, the Watchmen/Dark Knight success had a profound effect on the
treatment of the comic book industry's patented icons, the superheroes. While
some of them got "darker," they all began to reflect the individual
vision of writers and editors rather than the corporate policy. Instead of
producing stories the substance of which was controlled by licensing
operations, the major publishers frequently permitted imaginative
re-interpretations of the superhero ethos solely in the interest of telling
good stories. (A laudable tendency that would be undercut and abandoned when,
in order enhance comic book sales, comic book publishers began to ape the
emerging movie versions of their superheroes.)
DC
even permitted Superman to be killed in the fall of 1992 in order to
reinvigorate the Man of Steel legend, the manner of reincarnation being the
chief appeal to the imagination. And Marvel successfully combined both
ambitious production values and revisionist mythology in the 1993 series called Marvels: in masterful full-color paintings (watercolor and gouache), Alex
Ross rendered Kurt Busiek's inventive retelling of the origins of
the Marvel Universe from the point of view of a newsman.
By
the dawn of the nineties, the various currents of creativity in the
storytelling tradition had come together to revitalize the commercial medium.
The figure drawing tradition, on the other hand, had evolved into Image Comics,
which was founded by artists who wanted ownership of their creations, which, at
the time, was not possible with mainstream publishers.
"Image"
said it all: at first, these comics are all picture and no story. Image Comics
benefitted from the pulse of individuality that coursed through the
storytelling tributary: without the idiosyncratic styling of Miller and the
poster-page design of Chaykin there may not have been any Image Comics. But
what might have been the eccentricities of individual styles elsewhere became a
house style at Image: many of the founding artists— Rob Liefeld, Eric
Larsen, Marc Silvestri— drew the human figure in the same monumental manner
with refrigerator torsos, elephantine limbs, and tiny pinheads. Several of the
artists even modeled forms with the same fine spray of line fragments. The
stylization of anatomy culminated in a rendering of facial expression which
consisted almost entirely of a single teeth-bearing grimace of rage.
The
founding artists of Image Comics defied the traditions of the industry by
proclaiming they didn't need writers. And since the artists had little
experience in writing stories, the first books they produced reflected their
visual bias: they produced pages that were designed as posters rather than as
increments in a storytelling process. Some of the titles featured teams of
superheroes in the Kirby tradition, but the Kirby influence seemed to end with
the concept: the covers and interiors of many Image titles depicted groups of
colossally proportioned characters in monotonous heroic poses, but these
larger-than-life figures had no life, no personalities.
Eventually,
the Image founders turned to writers to assist in constructing stories, but the
compelling attraction of the company's earliest titles resided in the visual
stylings of the artists. The founders were all "hot artists,"
artists whose graphic quirks in Marvel Comics had attracted enthusiastic and
vocal followings. Image Comics was essentially a banner under which the
artists collected in loose aggregation to produce comic books featuring their
creator-owned characters, thereby catapulting their box office appeal into
healthy bank accounts virtually overnight— again, thanks to the network of
direct sale shops that fostered the feverish passions of the fanatic collectors
who hoarded titles by their favorite artists.
The
prospect of cashing-in on creator-owned properties attracted other artists and
writers to the banner, but the initial success of the enterprise seemed to rest
entirely on the popularity of this artist or that, and, given the fickle
attention span of the American consumer, the future of Image Comics was, at
first, scarcely certain. Over the years, Image Comics secured a place in the
market with stories that were solid as well as superbly drawn. Long before
that, however, the phenomenon of Image Comics demonstrated a new economic truth
about the comic book marketplace: the direct sale shop network could create
millionaires.
If
the artistic energy of the figure drawing tributary seemed diverted into the
eccentric eddy of Image Comics, at first a mere backwater of creativity, the
storytelling tributaries converged into a confluence of growing narrative
power, bending all of the medium's devices to the task of telling a story. In
exploring the potential of the medium, the storytelling cartoonists seemed on
much firmer footing than the figure drawing artists as the century wound to a
close.
Feetnoot. The foregoing essay is ripped, almost
entirely, from a chapter in my book, The Art of the Comic Book, which, you
might know, is for sale hereabouts. Just go back to the first page and scroll
down to the pictures of book covers.
Return to Harv's Hindsights |