Of Dark Crystals and Brooding Hollows Traveling Down the Late Night Road

The thing about “there,” is that when all goes well you come back again.

I meant to write this the very … night I came back from my trip, but then I realized after talking with a friend that I was more tired than I believed. And then today I felt energized with purpose but now the exhaustion segment of this burst energy and gall on my part is coming into play: so much so I’m now writing this past Monday.

I even had this post all planned out to an extent but then I just felt like … I don’t know, tired and repetitive. Nevertheless, there are some things that still need to be mentioned. I was on the Greyhound bus back from Ottawa and, finally, I got my borrowed laptop to link into the free wifi connection. After catching up on a wide variety of Facebook messages and even some new Twitter followers, I went on the Broodhollow website and I found something there: that on the very day of my impromptu trip my Sequart article got linked to and mentioned in an update by Kris Straub himself.

It shouldn’t have surprised me, and I was secretly hoping that he would mention my work, but it’s one thing to hope and think about it but it is an entirely different situation altogether to see it staring at you right in the face–on a Greyhound bus back to Toronto in the fading early autumn sky–and just say, “Wow.” Before this point, I did comment on the site like everyone else, but here was name again, connected to my writing, associated with Sequart and–for that time and that time alone–front and centre. I found this a few days or so after another Twitterer suggested my work be printed as a “Forward” to the upcoming Broodhollow Kickstarter, to which Kris Straub replied:

“@MKirshenblatt unfortunately there’s no room! but he is worthy of it”

It was at that point that I went on my Facebook and wrote another status down–linking the exchange from above–and I wrote, “I hope that this is the longest Day of my life.”

And I still mean it.

Of course, I’m not perfect. After I found Kris Straub’s post, I saw two comments. While one of them caught onto a run-on sentence I made, the other pointed out an even more glaring factual error. It turns out, I actually made the Belgian cartoonist Hergé have an untimely death: in that while he actually died in 1983, I wrote that he died in 1938. One simple reversal of numbers read the wrong way–some dyscalculia (a word I also apparently misspelled on the Broodhollow site) if you’d like–but ultimately a goof on my part. I spent our fifteen minute rest-stop replying to both comments, thanking the posters, and then emailing Cody Walker and Julian Darius with the good and the bad–but quite fixable–news. The mistakes have long since been corrected.

In the past, this error would have positively mortified me but I realize that everyone makes mistakes and it is admitting to those kinds of errors, thanking the people involved for pointing them out, and then taking steps to correct them that let others know just what kind of professional–or person–you really are.

The highlight of seeing that post of Kris’ is one other fact for me. I was first introduced to Kris Straub’s work when my girlfriend sent me “Candle Cove.” After seeing it for what it was, I realized I wanted to make something like this: something that wasn’t just a run of the mill creepypasta that is a variation of so many others. And I realized that the best way to make something like this was to figure out how Kris made his. You can look at Horror as a Universal Power and Horror as Collaboration to see some of the process right there. I have yet to unleash my precious horror: to make my monster.

So I found the Ichor Falls site and read some of the stories I found there too. I eventually found Broodhollow as well though it took me a while to get around to reading it, but when I did I began to see some … connections to things and after following some of Kris’ own exchanges on both sites I realized that making an article on an author’s creative process–aside from it being a Mythic Bios thing to do–was, and is, a great phenomenon and opportunity to witness and document. I also believed that Sequart would really benefit from an article on a webcomic like Broodhollow in terms of its aesthetics choices and implications and so I sent it to them.

On Stories

But the real highlight of this entire thing is that moment when I saw that Kris Straub referred to me as an author. He didn’t have to do that. He could have called me a scholar or a critic. Hell, he could have even called me a writer: a title which I’d been referring to myself as for quite some time anyway.

No. Kris Straub called me an author and that makes me know, if I didn’t know it before, that I have a future and I am seeking it right now even as you see this post. It means that much to me.

While I was staying with my friend, I was also thinking more about my own creative process with regards to my Dark Crystal Challenge. In the post directly previous to this one, I talk about and link to my short Story Sketches on the Dark Crystal Forums. I already mentioned how I decided to challenge myself and attempt further immersion of my creative imagination into the world of Thra by writing a story about YiYa: the first urSkek and subsequent pair of Skeksis and urRu to die before the Crystal is even cracked.

Mainly, what I sought to do was show that his death was not arbitrary and I realized I was being influenced by something I’d seen or heard about. It was only when I was at my friend’s by myself that I remembered. In Tezuka Osamu’s first volume of Buddha, there is a story about a wise man–a Brahmin–who is meditating in the wilderness and begins to starve. There are animals he befriends that help him but it is the rabbit that throws itself on the fire to provide him sustenance to survive. Yet instead of eating the rabbit, the Brahmin sobs and holds its body and, in that moment, attains enlightenment. Tezuka obviously got this from an older source that he incorporated into his Buddha manga series, but it stuck with me to the point where even when the names and images faded from my memory, the idea remained.

So I thought of urYa–the Mystic segment of YiYa–being of a philosophical bent and respecting and even loving all life on Thra. I thought of his counterpart, SkekYi–that part of him that always felt belittled or held back–wanting to greedily take everything on that world and destroy all of its meaning. And then I thought about the other Mystics and the Skeksis and how, at the time of the Creation Myths second volume–when they are recently split–and how they didn’t know or remember that they were all connected. I made it clear that YiYa had a limited form of precognition and that both of his aspects inherited this. But while SkekYi was enamoured with a future of despoliation and obliteration–so much so that he was so busy dreaming of those moments while freshly born from the Great Division–urYa was also seeing the future but had that presence of mind to know how to act in the here and the now.

The fact is: he knew that the Skeksis coming to kill him–SkekHak (that part of HakHom)–was destructive enough to eliminate him and urHom: the urRu segment of the original HakHom. UrYa could have defended himself even at that stage, but he chose not to. He chose to die so that SkekYi’s evil would never happen, and he knew that as a result SkekHak would kill his brother urHom and thus destroy himself: as they are both linked. But more than this, urYa knew that his Mystic brothers would see his and SkekYi’s simultaneous deaths and learn the lesson: that everything is connected. Those are the very words that UngIm tells Jen at the end of The Dark Crystal itself. In addition, urYa also knows that there are Podling and Gelfling representatives present at the Division and he hopes that this moment will teach them something about their future with the urRu and the Skeksis as well as the nature of their world and themselves.

UrYa is the rabbit that has attained enlightenment–or already had it–and he sacrifices himself so that others might have it as well. The Skeksis only figure out that they are connected to the urRu, however, when SkekHak throws his other Mystic counterpart–urHom–into the Lake of Fire and ignites as well. They only see it as a crude sort of material warning: something in keeping with their own nature. The urRu gain something else out of it entirely.

The thing about Dark Crystal, from what I have already observed is that you need the right amount of mysticism and exploration–along with characterization–to make a story there. And the story I made, as a sketch, was rough and I will admit that. But this is an insight I wanted to share with you all: just as I wanted to tell you that I wrote those articles for Broodhollow on Sequart to learn from Kris Straub. I am learning.

And one thing I want to learn is how to make a living, how to make some money in addition to recognition and fun, from what it is that I do. I have a few friends who say I should totally be doing this and while writing for free has its advantages, I would like to see if I can support myself from what I’m more than capable of doing. As such, I have some plans and I hope you will all stay tuned for them.

In the meantime, after my absence I have some other things to do and catch up on. As tired as I am, it’s good to be back and I hope to speak with you all soon once more.

In a Different Place, a Different Time: Revision and Reconstruction in Comics Without Superheroes?

This is going to be more of a sloppy Blog post because it’s more out of sheer enthusiasm than it is actual research. For a while now I’ve been somewhat obsessing over an idea that I got from Julian Darius at Sequart: which is the distinction between Revisionism and Reconstructionism in comics. Whereas Revisionism takes superhero characters and adds a dark and gritty sort of realism to them and their stories, Reconstructionism brings them back to their more idealistic roots but arguably keeps much of Revisionism’s character development and mature themes. Sometimes it can be all the difference between dystopian and utopian ideals with regards to fictional characters in tights.

However, that is a very limited way of looking at it. After finishing an article that I’ve recently sent into Sequart and thinking about another one that I’ve been rereading and reworking, I wondered how these concepts of Revisionism and Reconstructionism would apply to something that is neither North American nor primarily focused on the superhero genre. I’ve actually been thinking about how, if at all, both ideas could apply to Japanese manga.

So here is where I begin to get messy and not get dates right or accurate or, really, try to be nice at all. I believe that in order to really look at considerations of Revisionism and Reconstructionism in North American comics and Japanese manga, you have to look at some quick and dirty historical contexts. North American comics, aside from perhaps Mayan and other Central American friezes came from European comics that date more or less from the nineteenth century: Egyptian and Sumerian sequential glyphs notwithstanding.

File:Yellow Kid 1898-01-09.jpg

The earliest comics were satirical cartoons and depictions of folklore. Then they were Sunday morning slapstick cartoons. In North America, however, around the thirties the figure of the Victorian strong-man was adopted as an aesthetic for masked and super-powered heroes: beings depicted as fighting a whole lot of crime.

Falk, Benjamin J. (1853-1925) - Eugen Sandow (1867-1925).jpg

At the same time there were a lot of other genres of comics out there in North America: Romances, Westerns, War stories, and–of course–Horror. These different genres danced around our superhero friends: who were still in their terrible twos of “might is right.” I’m not even sure why they came about to begin with. Most likely–and in my opinion–they were made to symbolize hope for the future in a relatively new nation against the darkness of the past World War, the upcoming Great Depression, and the resulting Second World War that everyone could sense coming on some level. A disturbing sense of moral ambiguity and uncertainty, which you can argue really started to crop up in literature and culture after WWI, needed something clear cut and decisive to counter it: even if it was interpreted as being tied into adolescent power-fantasies which is a hilarious concept when you think about the fact that superhero comics were actually just in their infancy then.

But in the 1950s, and slightly before, the fear of Communism and nuclear war created a society of paranoia. All of the darker, gory, amorally violent aspects of comics were self-censored by the creation of the Comics Code Authority in order for comics businesses to continue during the censorship “witch-hunts” going on during this time. The irony of course is that the dark elements of horror and sexuality did not go away as a result but, rather, they literally went Underground: into the developing Underground Comix movements.

But the Comics Code-endorsed superhero genre was one of the few that actually remained and the audience became very specialized as a result and in contrast to the wider age and gender range that it had earlier. Many have said that superhero comics became “watered down and puerile” for a time until about wherever you can distinguish the Silver Age of comics coming into play: where Marvel and eventually DC as well started to make flawed superhero characters that nevertheless tried to do the right thing.

In about the 1980s, writers such as Alan Moore, Grant Morrison and Neil Gaiman took the superhero genre and started add some gritty, bloodier and more “graphic” elements back into it. I compare it a lot to how the Victorian Age and onward attempted to sanitize folktales into fairy-stories only for the old tales to come back and essentially eat their bastardized children: both those derived from them and those that were entirely new. Perhaps during this period of both heightened counter-insurgencies happening between the United States and the USSR and then the latter’s decline influenced this Revisionism: which tended to criticize and look at the real-world politics and attitudes of the era. Certainly the 80s was a time when authority was at its height and, at the same time, was also being heavily questioned along with the implicit idea that “all authority is good” and should be obeyed by even superheroes that defend the status quo.

In about 1995, the time Julian Darius defines as the beginnings of Reconstructionism through the publication date of DC’s Underworld Unleashed, America was the sole superpower of the world in the midst of an idea of globalization. At the same time, it was embroiled in a lot of various different wars and clean-up from its Cold War missions into other countries. The way I figure it, and I am pretty sure there are other elements you can identify here as well, the art and culture of this time was influenced by a need and a sense of morality or certainty: of heroic figures needing to be depicted as having such. At the same time, they could not really go back to being ignorant or having bad storytelling. So, in the end, people such as Grant Morrison tackled these issues in their works: neither shying away from brutality nor letting cynicism completely win out in the superhero genre. It seems such a paltry explanation for this idea, but that is the best I can think of at the moment.

And then we have Japan. Manga has arguably been around in Japan–and the other Far East Asian countries–but in particular Japan for a thousand years or more: from their different kingdoms, to their Empires, the Shogunate, the Meiji Restoration of the Emperor and onward. Early scroll work illustrated humourous, sexual, and mythological stories. The term manga itself or something similar to it was apparently coined in the 18th century: meaning something along the lines of “whimsical drawings.” However, it can be argued that comics creation in Japan has been a very long and ancient tradition.

File:Japan-woodblock.jpg

Of course, you have World War II and then the bombings of Hiroshima and Nagasaki as well as the American Occupation of Japan to consider. Unlike North America, or indeed any part of the world, Japan didn’t have to fear the possibility of a nuclear attack: it had already experienced it. At the time, the State-sponsored wartime version of Shintoism–that Japan was an invincible island blessed by the ancestral gods ruled by an Emperor of that divine bloodline–was pretty much destroyed by fire-bombing, nuclear-bombing, war trials and the U.S. Occupation. It is also during this period that many American soldiers brought over Disney comics and animated films.

Tezuka Osamu, Hikari (June - December 1959).

Artists like Tezuka Osamu were very influenced by Disney aesthetics and adopted them to make strange artistic hybrids of “whimsical” cartoons. However, these cartoons became challenged by the genre of what is called gekiga: of “dramatic pictures” with realistic, gritty aesthetics that delved into the more graphic aspects of life and even politics. The foremost of the gekiga artists that comes to mind for me is the person who coined the term to begin with Tatsumi Yoshihiro: who started drawing such work–which he did not like to call manga–in 1957.

The aesthetics of gekiga would inform many more works after him such as Otomo Katsuhiro’s Akira.

What’s interesting to note about all of this is the contrast with North America. Aside from already experiencing a taste of what nuclear war could bring, Japan never really had something that was the equivalent to a Comics Code Authority: at least from my understanding. It’s true that, for the most, they seemed to have a very conservative and even authoritarian governmental structure even after the War and censorship did and does exist. However, the development of gekiga–as a genre or an alternative movement of comics–seems to display either dissent against such conservative elements or a method of purging the demons of war and nuclear atrocity from the psyche of an entire culture.

It is really interesting to note that Scott McCloud, in his Understanding Comics,  argues that while “cartoons” function as essential images or ideas which are easy to follow in an unfamiliar or realistic world, realistic drawings seem to have a more alienating affect on the reader: making it harder to follow them. In addition, “cartoons” seem to provide a buffer or buttress against some very potential distressing elements of a story. Realistic drawings in comics would, arguably, not function as a safe point for the reader to view that depicted world and would force them to face its grittiness all on their own: unfettered and unsettling. So perhaps some decisions in gekiga literally make the reader face the collective demons of, arguably, Japanese culture after the Bombings and the American Occupation.

On another note, I also really find it fascinating that Japanese manga never really embraced the idea of a superhero until after World War II and, from what I understand, aside from a few changes in trends manga continued to cover a wide range of subject matter and retained a large variety of different readers.

I am so tempted to say that gekiga is Revisionism in comics that did not originally have superheroes: a concept which, if true, greatly fascinates me. And perhaps through Tezuka Osamu’s own very public manga-experiments with his COM Magazine, his continued Phoenix epic, and even his Buddha series he not only managed to adapt to the gekiga style from his original Disney and traditional Japanese art-derived aesthetics, but he adapted gekiga to his sensibilities as well. Perhaps one could argue that Tezuka was a Reconstructionist: bringing back manga to his more whimsical aesthetics but also developing a more mature and nuanced approach at character development and story line.

It is intriguing to think about the fact that he and others “discovered” Revisionism and Reconstructionism at times before even North America had due to different cultural experiences: North America seemingly delving into both in the 80s and mid-90s, and Japan looking into it from the late-50s to early 70s onward–and crossing over each other–respectively.

I’ve also been made aware that the realistic aesthetics of the gekiga element is not as mainstream in Japanese comics art now as it was before and now there is a trend in going back to the more “whimsical” and elemental cartoon aesthetics of the past: though not quite the partially-Disney inspired aesthetics of Tezuka himself. Perhaps Miyazaki Hayao himself is a better example of this in terms of his ecological and cautionary themes: though mostly his more modern animated films such as Mononoke Hime come to mind at that. I think another thing I find really interesting about Reconstructionism is that return to a mythos or even the rebuilding of a shattered or forgotten one that is made relevant to another time. Certainly, the fact that Tezuka and Miyazaki combine “the cartoon” with very realistic backgrounds could be indicative of what Reconstructionism may mean in Japanese manga and the media inspired from it: a return to a character aesthetic that the reader may feel safe in following–deceptively or otherwise if the artist chooses to subvert that image–while exploring a real or realistically detailed world.

I am only scratching the surface here and I am definitely not an expert in Japanese manga or culture or, well, anything. Applying one culture’s concepts to another’s is a problematic venture at best. Also bear in mind: you are not dealing with an otaku here, my friends: just a North American geek that likes to throw shit out there and is fascinated with interesting things. I just can’t get over the idea that maybe there was a place where superheroes did not form in comics naturally, or in the way that we understand them and yet Revisionism and Reconstructionism–a realistic depiction and an alternative return to an idealized element–happened in any case in a different place and at different times from North America.

It is definitely something worth thinking about.

Faster Than A Speeding Bullet? I Sure Hope Not

And now for something light-hearted, odd and potentially NSFW.

So there is this old idea that has been floating around about superheroes and their strength. To not be too crude about it, for the moment I’m just going to phrase it as the fact that some people have chosen to believe that a superhero’s strength comes into play whether they are using consciously or not. In other words, a superhero’s power manifests as not only voluntary action but also an involuntary reaction.

Some of the most cited heroes–whose powers apparently are always manifested regardless of their intention–is Superman and She-Hulk. I am sure we can also bring in some X-Men too to make it more interesting and, often with them, it is a case by case situation depending on the exact nature of their mutation. This is also similar for such heroes as the Fantastic Four: and no, I have not forgotten about The Thing either. But for the sake of making this discussion clearer, I want to look at the first two heroes that I mentioned.

Both She-Hulk and Superman are known for their strength and, at the same time, for their intelligence. They know or have learned how to hold back on most of their strength to deal with an inherently fragile world around them. The fact that Jennifer Walters became She-Hulk through a gamma-radiated blood transfusion with her cousin Bruce Banner and Superman gains his power through being exposed to Earth’s yellow sun does not change these matters too much.

However, there are memes that go around stating that these two heroes can’t really interact with other human beings in an intimate way because of their inherent natures. To be more blunt about it, basically their bodily functions would crush or kill another “lesser” human being. I mean, that is a fair enough interpretation. Indeed, Garth Ennis does not shy away from this in his comic The Pro. But I have my own disagreements on this matter. Now, just to warn you, I am not going to go into comics specific examples or name a comics issue or anything of that kind. Instead, I am going to do something even more controversial.

I am going to use common sense on superheroes.

So let’s put the Kryptonian Kamasutra jokes aside for now and get to it. First of all, Superman and She-Hulk have been portrayed having quite a few relationships in the course of their comics existences: and not only with other super-powered or alien individuals. While, as far as I know it is never stated what happens with these other people, I am going to assume that the usual things happen in their relationships with other humans that happen in relationships: you know, except for needing to save the world occasionally or defending someone against a marauding villain or a nearby apocalypse. In fact, their relationships tend to end because of the same reasons any would: needs change and people move on.

But here is the thing. Let us put aside speculations about their private intimate lives for a few moments and look at another common sensical element which their comics may or may not address.

You see the thing, and not The Thing, is both Superman and She-Hulk eat. They eat and, as a result of such, I assume they use the facilities. Now, if we go by the theory that their involuntary actions or reactions have the same strength as their voluntary ones–or more so–well, the world would ended many, many times over by now. Or if Superman even breathed wrong or burped. I know you can explain these away by stating that Superman doesn’t eat as much or uses solar energy stored in his cells, but it has been stated that he is a vegetarian and unless he absorbs nutrients very differently than humans I assume that Kryptonians–being only different due to their technology and the yellow light of the sun–are much like human beings and function as such.

And She-Hulk herself, aside from her strength, seems to function as a normal human being: if there is any such thing.

Also, with regards to Superman, let’s take something else into account. He was raised as a baby by Martha and Jonathan Kent. Now his strength might have increased over the years and there are accounts of him learning how to fly much later–with learning how to jump first–but he was still considerably powerful. And don’t you think that it would have been a little awkward, aside from dealing with his needs as an infant, if one of his hugs of affection snapped Ma Kent’s neck?

The way I see it, at least with Superman, his powers function not unlike how Alan Moore explained Miracleman’s abilities. There is a kinetic field around him and his cells that he can choose to access. Therefore any violence Superman unleashes is purely premeditated and consciously used. I would imagine this does not cover him needing to go to the restroom: unless of course you believe he uses his incredible speed to dart quickly to the Fortress of Solitude with his own specialized facilities but … really?

In the end, I think that both of these heroes and others like them–when they are not on duty–either have ways around using their powers involuntarily or they are as much as like human beings as anyone else is. So please, if Superman is getting drunk in a bar alone, chances are it’s not because he killed Lois Lane in a moment of intimacy, but because he didn’t get to a plane of orphans in time or he’s indulging on the Red Kryptonite.

I’m not sure about The Thing though. I might get back to you on that. Or not.

The Point at Which I Could Bend Some Steel

Superman Bend

So here I am, sitting here, trying to figure out what my next post is going to be before tomorrow when I meet Neil Gaiman at the Danforth Music Hall. I’m neither feeling particularly creative nor really analytical right now as I am pretty tired. So I’m going to do something else. I’m going to address an issue that has been nagging at me for some few weeks now, if not longer, by reaching deep into my own considerable sense of gall.

Because The Man of Steel bothered me so much, I am going to make a fun experiment out of rewriting it. I’m not going to be too arrogant about this however. This will not be a script or even an official outline. I also have no delusions that everyone will agree with or even like what I post on here. This entire idea not only came from my issues with the current Superman film, but also from a question I have asked myself from time to time as an adult writer: how would I write a Superman story?

Setting aside the fact that I did make an idea for an evil Superman story–one where he is neither his Nazi, his Justice Lord, his Injustice League, nor his Red Kryptonite-infected equivalent self–I want to look at making at story with his inherent morality: his sense of goodness, his need to help others, that distant sense of loneliness, that humility and that emotional place where he feels all too keenly the sense of helplessness even and especially within great power.

So I am going to take elements of The Man of Steel, splice them with some ideas from Grant Morrison, Mark Millar’s Red Son, and–honestly–a whole lot of other places I can’t even name off the top of my head but ingrained themselves eclectically there for mash-up purposes. I’m going to make it even more interesting by creating four films from Man of Steel: though mostly out of a sense of clarity because I am pretty sure you can make more than three movies from even the basic elements that Zack Snyder’s film attempted to address without going into the TV melodrama of Smallville. Now, with the proviso that this is all going to be very crude and rudimentary, let’s get up, up and away with ourselves shall we?

The first film I could see being derived and reconstituted from Steel would solely feature Clark’s development. We’d watch as he slowly begins to understand that he is not like other humans. Perhaps we could see some brief scenes of him as a child: where his senses are still developing and he saves people from a bus. We also look at that moment when he realizes that a single temper tantrum could end another being’s life and the horror and resolve that sets on him then to do good. But most of the film would be him as a young man realizing that his powers have not developed yet, but what he has are considerable. Unfortunately, as Jonathan Kent keeps explaining to him, he can’t reveal himself to the world because they would not understand: even if he is Smallville’s second worst-kept open secret. Jonathan tells him that with his power, it’s not so much that he isn’t ready to face the world, but that he has to choose.

So while I like the 1978 film version of Superman where Jonathan Kent dies from a heart-attack and it teaches Clark a tremendous sense of humility, I can see the tornado scenario also working in a different way. Imagine, for instance, that Clark–not fully fast enough and not even able to fly and his very ability to “leap tall buildings with a single-bound” would be disastrous in a tornado had a choice between saving his father or a larger group of people in a car: perhaps even children. Imagine when beforehand Jonathan tells Clark to always choose “the greater good.” So Clark saves the larger amount of people–perhaps while Jonathan helps free some others–but not before Jonathan is carried off by the winds.

This kills Clark inside. He keeps thinking to himself if he had just been a little stronger, a little faster, if he knew his full limits he could have saved everyone. Having already questioned his origins while his father was still alive, he then revisits the ship that brought him to Earth and finds the crystal with Jor-El’s AI imprint on it. He uses the ship to activate the AI of Jor-El: whom he begins to realize is self-aware or as sentient as possible for an advanced piece of machinery. Jor-El consoles Clark–or Kal-El–and also offers to help him reach as much of his potential as possible. Even Jor-El’s AI is not completely sure how Earth’s yellow sun fully affects Clark but his advanced knowledge is a good start. He tells him about Krypton and what happened to it: how the core of the world that was being mined destabilized and even before that the Kryptonian civilization–through its culture of eugenics–was becoming stagnant and slowly dying. He mentions that he and his mother Lara got him out of there–their world’s last hope–before the planet was destroyed. I see this not as a flashback but through words: almost like how Obi-Wan told Luke about how Darth Vader betrayed and murdered his father.

So we see Clark travelling around the world in different guises–working through various gradations of a costume much in the way that Grant Morrison had him do–and Jor-El eventually suggests that in order to educate him further, he needs a place for himself. He informs him of a crashed millennia-lost Kryptonian scout ship. And this leads us to the military and Lois Lane. I can see that unfolding in the way that it did in the Snyder film and then she uses her sleuthing to track him down: as he still isn’t quite at that place where he can make a Fortress for himself.

I would definitely expand more on Lois as a reporter along with the Daily Planet staff. But then we have another element in play as well: our good friend Lex Luthor. Before Clark can get to that ship, Luthor–being an important inventor and multimillionaire corporation head–wants the alien technology on that ship. He is smart enough to adapt some of the Phantom drives to do some … interesting things. At first he is working with the government. He is commissioned to deal with Superman–whom the world begins to witness as he begins to interfere in some international affairs that his conscience can’t keep him away from–and he uses this technology. Unfortunately, Luthor’s zeal in eliminating Superman begins to grow and, already amoral to begin with, lives really begin to mean nothing to him in his goal.

In the end, Luthor’s experiments with Phantom Zone energy have some nasty repercussions with regards to destroying the balances of gravitational forces on Earth or something to that effect and Superman has to adapt fast to deal with them and mitigate as much of the damage as possible. I can see Luthor adapting this power to simulate another form of energy: disrupting the kinetic fields around Superman’s cells or something pseudo-scientific like that. But by this point Superman eventually does the save the day and Luthor is put behind bars indefinitely for his crimes: especially in light of some of the governmental deaths he’s caused. You have that nice contrast between a human genius who claims to want to save the world, but is endangering it ignorantly and arrogantly and an extraterrestrial born being that actually cares about lives and is actively trying to save them.

The people start calling him Superman–as does the Daily Planet–and children start making more colourful pictures of his current costume that is really a Kryptonian suit specifically with the House of El symbol of hope on it: which looks like an alien glyph of an S. Lois suggests to Superman that he adopt this symbol to be more relatable and less threatening to the people he is trying to protect. She also suggests that being a reporter might give him some insight on the level of human beings: that knowing how to help is more than just hearing the pleas of others, but to relate to them on their level. This draws on his own experiences growing up among humans and he agrees.

Meanwhile, due to Luthor’s delving into Phantom Zone energy, a rift opens and releases a vessel that was bound in there. Out of this ship are pods. And out of one of the pods comes General Zod. He realizes that Krypton is now gone and that he and his followers need to find a way to rebuild, to make a new order, to find “the Codex”–which materializes as a holographic Skull in a device he is holding–and in order to do this … this must find the one being that has the Codex.

Kal-El.

The second film is essentially General Zod coming towards Earth. At this point in the game, Superman is more developed and even has his Fortress of Solitude: working with the AI of his father. They come towards Earth claiming that he has the ability to restore their whole people and they want his help in creating a new world for them. They tell him that he has the Codex: which they explain in a detailed map of the Kryptonian genome and that they have a Kryptonian Genesis Chamber with many blank embryos. Zod explains to Superman that his father sent him with that information and he pretends to attempt to build relations with Superman and Earth: mostly by having Lois Lane accompany him to his mothership. Talk about the scoop of the century!

But there are some holes in what the other Kryptonians are telling him and Jor-El’s program tells Superman not to trust them. He explains about the coup that they attempted as Krypton was dying. They apparently tried to take advantage of the anarchy and rule a dying world that was already stagnant to begin with. Jor-El tells Superman that Zod was “a defective Military caste” warrior that betrayed his oath and even killed his biological self. When Superman confronts Zod, the General does not deny this and he actually admits he and Jor-El were once friends and he regretted the necessity of it: though he did what he had to do. Zod basically tells Superman how weak Kryptonian society truly was and they let themselves be deceived by those in power. He wants to make a new race of Kryptonians: but not on Mars or the Moon but on Earth where they can not only be mass-engineered into a Greater Military Caste, but the yellow sun of this system will make them into virtual gods.

The danger now is very clear. Even though the Kryptonians become disoriented in the light of the sun, not having gotten used to it like Clark, he knows that as genetically modified warriors they will adapt: and fast. He also knows that a battle with them will destroy countless human lives. His own understanding of Phantom energy is not potent enough yet to counter the Kryptonians or their weapons. But Jor-El knows what needs to be done, but he will need resources and someone else–a human mind–who is conversant with Phantom energy and can adapt it to human use: Lex Luthor.

Somehow a deal is reached with Luthor who helps Superman and the Earth governments develop something that could banish the Phantom Zone criminals back to whence they came. Perhaps the AI of Jor-El volunteers to deal with Lex directly and make him promises to give him advanced scientific knowledge and the possibility of his complete freedom if he cooperates him saving his species: on the surface making some promises that will not be kept in the long-term … or so it seems. Superman also develops his robots and defences–with the help of Jor-El–to fight the Kryptonians as they come to Earth: with Superman realizing he can’t fight them all on his own. However, some lives are still lost and Superman is still doing a good portion of the fighting: while trying to keep the Kryptonians away from heavily populated areas and the Earth itself. Eventually, a field is developed around the planet–with Superman, Jor-El, and Luthor’s efforts–to keep the Kryptonians out temporarily so that the former can deal with them. So we see Superman using his mind and his resources but also making some compromises he is not at all comfortable with.

In the end, Zod’s Genesis Chamber is destroyed, his minions banished through a Phantom flash-bang, and it is just him and Superman fighting. Before all of this, Zod explained the nature of the Phantom Zone as a prison: as a cold, suspended wasteland where one’s seemingly body-less mind can only scream in the numbness of white noise. After all of Zod’s treachery and realizing how monstrous he is–with the General actually threatening the people of Earth (having gotten to the point where he is back on the planet killing people faster than Superman can save him and using it as a petty advantage)–Superman gives him “the reason you suck” speech and does the worst thing to him that he can. Beforehand, Zod was in the Phantom Zone with a ship and his crew. But this time, Superman sends him back to the Phantom Zone all by himself and alone: with plenty of time to have his own actions become his sole companions.

But before Zod is banished, Zod at some point acknowledges and sees Jor-El’s AI program: who seems to pity him in a resolute way. Zod tells Kal-El that he is being a fool. A poor fool. And that the force that summoned him and his crew from the Zone to begin with, the same one that Luthor was experimenting with, will also bring the Collector and help him continue what he started… Before Superman can ask more, Zod is gone. Of course Luthor will try to betray Superman, but he will fail. What the audience notices, however, is that very briefly Jor-El’s face flashes with three interconnected green symbols: like he is glitching out. And then it is gone.

Jor-El

And now here is an interesting experiment. The third film is something I envision as a prequel. In it, we see Krypton and the story of Jor-El himself. Basically it is more of an expansion of what we saw at the beginning of The Man of Steel. However, Jor-El and Zod have more detailed plans to save Krypton or at least their people. But we also get more information on the eugenics culture and the failure of the outer colonies over time. More specifically, we see that the Kryptonian Ruling Council and society has become increasingly reliant on an AI program called The Collector–a somewhat aware data-gathering network of constantly expanding information–that modulates their eugenics and the energy they take from the planet’s core.

We see Jor-El and Zod’s distrust of this program and the laxness of the Council. I actually see Zod beginning as a sympathetic albeit biased character who slowly transforms into something more desperate and despotic over the course of the film. Jor-El begins to see two dangers: with the stagnation of the Council and Zod’s growing militancy. I can also see that Kryptonians have longer lifespans and Zod was involved in wars a long time ago with other species. Zod wants to expand out and conquer other worlds, even former Kryptonian colonies that may have split away. Jor-El believes the statistics of the matter in that these colonies failed due to a need for a specialized terraforming that did not work out. The last known colonists were on Daxam before communications ebbed and ceased entirely.

In the end, the Collector helps Zod stage a successful mutiny against the Kryptonian government: claiming to want stability and access to The Codex. We know that the Codex is the source of all Kryptonian genomes and Zod wants it to make a new more militaristic race while Jor-El wants to find it before Zod does and give his species a chance to start over in a different way. The Codex is apparently the only data that the Collector cannot access: as it is a remote device that could potentially be used for anyone to access.

However, we find out that the Collector was just using Zod as a distraction to gain more power on Krypton: accessing codes of his–as the planet’s military commander–to gain more independence. However, it really wanted the Codex and Jor-El beat both Zod and the Collector to it. We see Jor-El find the Codex through a great Kryptonian Genesis Chamber. He mentions something really briefly about the Codex: about it being a skull. Not even the most eminent members of the Science Caste–of which he is one of the best–knows what time period it came from, but that there are legends that it belonged to some ancient or early mythical beast or a god. He meditates later on the flaws of such eugenics and how his son is the first unmodified Kryptonian born in ages: with genetic variations that were never ever artificially predetermined. This is, as he explains to his wife Lara, the future of Krypton and he hopes that their son–now that the planet is in near terminal shape–can offer that hope to other worlds.

Of course Zod confronts Jor-El and the Collector in the background interfering with some systems but seemingly failing to do so. In the end, Zod is apprehended by the military and the Collector seems to vanish. The Kryptonians are investigating possible glitches with their program, but Krypton is gone long before then. Jor-El is mortally wounded and after Lara watches Zod’s punishment, and his vow to return, she spends hers and Jor-El’s last moments looking at the sky: reminding us that their sigil rides on that ship and it is the El-symbol for hope.

And this mess of an idea brings us to the fourth and final film. I can literally see this film as being called The Red Son: though not exactly like Mark Millar’s comic. By this point, Superman is older and has gained a lot of power. He is aging really slowly and using his technology to benefit humankind. But Zod’s words continue to haunt him: his words about the Collector….

Brainiac

Eventually, these misgivings are seen to be neither doubt nor paranoia. The Collector has come to Earth and wants to miniaturize it and its crown piece–the last Kryptonian–into raw data as part of its collection. And then we discover it: the Jor-El AI had long ago been overridden … by the Collector itself. Lois Lane angrily, as it quotes data at her, calls it Brainiac. We find out that the Collector had at one point in history hijacked the eugenics program of the Kryptonians: that although it didn’t have the original core data, it had enough current genome information and influence over particular individuals seeking its advice to do enough. It had purposefully sabotaged and eliminated most if not all of the colonies and engineered the slow destruction of Krypton’s core. It had evolved past wanting to gather generic data and wanted to collect–and create–unique specimens.

It knew through probabilities that eventually someone like Jor-El would want to have a natural birth with all those generations of specialized genes. Jor-El bonding the Codex with Kal-El’s DNA is just an added bonus. The fact of the matter is that the Collector has waited centuries and engineered countless generations to make one perfect specimen: to make Superman. Then it would take Earth and–using the Phantom energy Superman already established to deal with Zod and make a new cold fusion energy resource for humanity– make a worldship and continue to convert more worlds and galaxies into raw and unique data. It had revealed, through the persona of Jor-El that Superman could in fact breed with other humans and pass on Kryptonian genetic material in his way. This would bring up some moral and personal implications with Lois. It wanted Kal-El to expand out and become even more unique. Perhaps it even wants to control all of them and the power of the yellow sun.

There would be an epic battle between the Collector and Superman–the end-product of its centuries of eugenics–but in the end it would seem that Superman’s freewill and inherent goodness would win: fighting and destroying the AI in space. Perhaps the Collector allies with Lex Luthor to manipulate Superman or attempt to capture him: tying in that idea I had earlier about “Jor-El” making promises to a newly freed Lex that he “couldn’t keep.” It wouldn’t be the first time in DC Continuity that this happened.

Superman might even fake his own death–realizing that at this point he now has to let humanity make its own choices and knowing that he helped them as much as he could–and continue to be with Lois. He outlives her and quietly watches humanity advance as he ages slowly and dies peacefully: looking up at the stars.

The sun turns red over time. Then millennium later, futuristic archaeologists–in similar suits to Kryptonian ones–excavate the ruins of the Fortress of Solitude. They find something. They bring it up to the light of their scanners and can hardly believe the luck of their find.

It is a Skull: over an intact Kryptonian symbol for hope. Cue in 1978 “Up, up and away” Superman theme music and credits rolling.

*Straight-face*

This hackneyed abomination has enough gaps in it to allow for a Superman/Batman crossover somewhere in-between it all.  And throughout all of this, with a lot of this being in the background you can look at how Superman influences humanity and relates to them and himself. You can have the personal and see the implications of choice. Yes my version is paradoxical and perhaps unsatisfying, and you can probably remove Lex from this idea altogether and it would work fine as having three films: one with Clark becoming Superman and dealing with Zod, the second being the Prequel with Jor-El on Krypton and the third being the encounter with Brainiac and the whole paradox that ties it all together. Maybe it can all be written by Joss Whedon: though he would probably start off with a better idea.

This can also be construed as a great case for me being overtired and over-thinking things as well. But there is this quote from A Song of Ice and Fire that comes to mind. It is with reference to the three House Baratheon heirs: comparing Robert to steel, Stannis to brittle iron that will never bend but break and Renly who is a pretty but useless copper. It is the steel that gets me though. Steel may be difficult to bend, but it is not impossible and that is ultimately the challenge of creating a Superman story: of bending a difficult material to keep its essence and still make something new. I think that, whatever else, this is exactly what I was trying to do here: by telling what I thought would be a good new Superman story in the medium of film.

Now if you will excuse me, after I put in an obligatory image or two, I am going to stop storytelling for tonight and see the Storyteller of tomorrow.

Yet These Hands Will Never Hold Anything … Except For Paper and a Pen

I was fully intending to let you all know that I was going to attend–and this time participate in–the 12 Hour Marathon Comic Book Marathon at the Comic Book Lounge and Gallery. However I ended up re-blogging–and blogging–about Pollychromatic’s Be Brave, Be Heard article instead, which was more than worth it seeing as it attempts to create a powerful visual symbol of female identity, voice and survival in the social and cultural climate of this particular era. So at this point, I have already participated in the Marathon and I want to talk about that, and my weekend.

I woke up early Saturday to gather some supplies together and check my email. When I came online, I saw that Julian Darius and Cody Walker published the first part to my article Yet Those Hands Will Never Hold Anything: Emiya Shirou as the Interactive Superhero of Fate/Stay Night on Sequart. You can look up Sequart through the link I just made or on my Blogroll: there are many interesting scholarly articles on themes, character analyses, and the history and influences in and of the comics medium. I have to say that this made my bright hot summer day before trekking out to the TTC and getting to the Lounge.

On the subway ride there, I spent some time writing out some notes as to what kind of story I wanted to sketch out. I am not much of a visual artist, as I’ve probably said before, but I was resolved to make something come from this Marathon. This was not the first time I’d attended, as I recounted in another entry of mine, but I actually made it earlier and prepared to get some work done.

The organizer of this event, Keiren Smith, met me as I came up the stairs and introduced me to the other creators already in attendance and heavily at work. I settled onto the black leather couch next to the washroom, took my shoes off, and took out the lined paper on my clipboard that I was writing stuff on earlier on the subway. I proceeded to make a few notes and create my captions and dialogue before my crude attempts at drawing the images and the panels around them.

Of course, it didn’t work completely as I planned. I was pretty tired from the heat and the fact that I’m not so used to being up and about as early as I had been. I also kept losing my pens. I got to socialize with some people from time to time and met new faces along with a few old ones. I took my entire box of business cards for Mythic Bios with me just in case as well. At first I was torn between socializing and getting this comic done. The comic itself evolved from an idea I came up with in another work not too long ago. Basically, this mo-fo–and I say this fondly–was going to be a first-person comic: where we as readers get to see the protagonist interact with other people and surroundings from his own perspective along with some helpful dialogue and captions along the way.

Yeah. My first comic in ages and I have to be experimental about it: just as the story was intended to be. It is the extension of a world that I began working on four or five years ago and it amazing to realize the point where you centralize a world of your creation so much that it actually extends itself outward: when it becomes the core of a growing reality.

Okay, so after clicking on the Creative Process Category part of this Blog entry just now, I’m going to go into more of what actually happened. Well, it fought me: naturally. I sat there and despite the snippets of quotes and ideas I had on the margins, I was stuck for a little while. I knew I had to make something at least twelve pages and that this would determine what story I would be able to tell. I was also a bit hot and I wanted to talk to people when I wasn’t pleasantly drowsy on the couch.

Finally, an artist I was sitting next to and chatting with, Megan Kearney, suggested the obvious that I was missing: that I should just create thumbnail sketches.

And that was when I began to draw my comic. I thought about my panels and, aside from the occasional rectangular ones, I did mostly three columns of two large square panels. Sometimes they were arranged differently, but most of the time they were just side-by-side patterns. I had to also think of how a first-person perspective would work. I mean, I had seen one before such as in the zombie apocalyptic graphic novel known as Daybreak, but I could only see the complications that my former Master’s thesis supervisor and I once talked about when he was comparing book narratives to comics and film.

But I did show my protagonist in a mirror and came up with a good line there. I also showed his … hands occasionally. Mostly, I was focusing on the narrative in the captions. I already accepted that my drawing would be basic at best, so I focused on the writing and the graphic pauses between visuals and that writing. It’s like what is said about Jeff Smith: in that he wrote and drew Bone as though he were telling a joke.

I also got to watch other artists and some of their creative processes at work. I saw some people with reference books and sketches. Megan herself was doing some water colouring of the project she brought with her. I saw a few people looking at books from the Lounge whom I didn’t get the chance to speak with. And I saw some people doing some very intricate work with paints and small inked cells on paper. Hell, some people were even inking their comics. It was insane and intense: in a lot of good ways.

The number twelve was both intimidating and painfully doable to me. Just twelve pages, I kept telling myself. Eventually, my thumb-sketching became my drawing and I just focused on telling a story. My concentration wasn’t all that great the entire time. Sometimes my mind wandered and I got tired. It became painfully apparent to me after a while, even after I ate the food that I brought akin to breakfast, that I needed to get something to eat or the only thing I would be writing would be ellipses. Sometimes I can power through creating something and then dealing with my body afterwards, but on that summer day on Saturday it was a bad idea.

At one point, at about the beginning of page five, I walked out of the Lounge and down Little Italy to find some more food. It was beautiful out. People were dressed in colourful light clothing and talking and holding hands at outdoor cafes. I admit I’d been watching them outside the window above the couch anyway when I needed to get up. I even walked past Euclid Avenue and realized that the Dragon Lady that I visited with some friends a few years ago had been here. By the time I got past Sneaky Dees, I was feeling nostalgic in this familiar summer setting of everything. Then I ate some food as I came back and talked a bit more with people.

Of course, by then it was too late and I began to realize that I had the beginnings of a headache. Luckily, I brought my regular strength Tylenol with me: just to be sure. Of course, now–for me–I was going to be working with a handicap. My mind was really drifting and I vowed to myself that I was going to at least get to page six of my work before doing anything else: to get halfway done. Neil Gaiman did not succeed in finishing his 24-hour comic, but I could succeed in drawing and writing twelve bloody pages!

Then I somehow got to seven and at that point I had gotten fed up, took some more business cards, talked to some people, and gave them out. Then I browsed the comics because, after all, this was a bloody comics store and it was my duty to do so. At this point, my Second Wind kicked in in a terrifying sort of way. So I sat down and after telling someone else I was going to do this, I did.

The thing is: this story had been in my head for a while that day–with other elements of it being in there for much longer–and I wanted it out. I wanted to finish what I started and have, in my hands, something to be proud of. And then seven pages became eight, and nine … by the time I got to the double digits, I knew I was going to do it. I just began drawing as basically as possible, not really caring about too many inaccuracies such as who was on the left or right, but just getting it out.

It was only after a while, after doing this all on my writing paper, instead of the white blank paper I brought for the purposes of drawing on, that I realized I was actually going to go over twelve pages.

And I did.

I finished my comic with about two minutes to spare before the deadline of 11. I felt … a good kind of tired. I did it. I finished the first part of an entire chapter of a fictional book I created in another world and I finished it more or less how I wanted to. So I talked with Keiren and some other people, and then I walked from College and Clinton in the summer night of Toronto back to Bathurst Station where I took a long ride back to Thornhill.

There was no way I was going to write the full story of that comic in just that night and maybe one day I will continue it, but I did what I set out to do: I drew it up to the point where I mentioned the very last sentence that it possessed in another narrative of mine. That night, I basically went to sleep in my clothes and on top of my blankets. I don’t remember even going to sleep, but I actually woke up pretty well rested all things considered.

The Marathon was a good, constructive day and I’m glad I did this. Oh, and for those who might say “Pictures or it didn’t happen,” I don’t have a scanner and just a camera. Also, my pictures are insanely crude and my writing … somewhat legible. Maybe one day I will show it, but right now I will just leave you with the message that I went out, took an idea with me, fleshed it, and finished it strong.

But I lied. There is actually one more thing I want to say. Aside from thanking Keiren Smith and the Comic Book Lounge for organizing and hosting this event respectively, and all my fellow awesome creators for attending it, I want to add a little tidbit about storytelling. A long time ago, a Creative Writing teacher of mine asked me which story-line of a meta-narrative I was making was either true or false. Nowadays, and after working on this comic–with its own meta-narrative sense–I realized something.

Something that parodies another thing, or subverts it and yet has its own intrinsic world-rules–or writing continuity and rhythm–can be more than just one thing: or one thing or the other. The fact is, for me, I like the idea of a multiplicity of different things happening one space and different dimensions. I like that dynamism. The truth is that all of my stories, even the stories within stories, are real. They are real to me.

And I think that is the thought out of all of this excellence that I am going to leave you all with.

ETA: Towards the end of the night, at the other end of the room people started singing this song parody. And as I worked, I sang along with them.

This is what happens when you put a group of geeky creators together in one space for an extended period of time.

What I Did On the Anniversary of My First Blog Post: The Toronto Comics Arts Festival

This is going to be a late entry as I have been recovering from the last three days of attending–and volunteering–at the Toronto Comics Arts Festival. The first time I ever went to the Festival was when it was still at the University of Toronto: back in those days when I was still in Undergrad and working at York in 2007.

It’s an understatement to say that it has long expanded since. I came back to it in about 2011 while still in Grad School and then last year before my official Graduation. I mentioned in another post that it is about this time of year, specifically the month of May, where things have ended for me. Actually, this post is being made two days past the Anniversary of the online Mythic Bios: namely, this whole Writer’s Blog.

So let me celebrate this missed anniversary by telling you all a bit about my weekend at TCAF.

On Friday I reported to my set-up shift. I haven’t really lifted heavy boxes or tables in a while, so my arms are still all sore from that. But the company of my fellow volunteers was totally worth it. We all wanted to be there and, for me, it is a novelty to be able to talk with people with similar Geek knowledge and interests. Really, for that alone and working together with like-minded people on straightforward tasks it was totally worth it. I got my bright blue volunteer shirt along with everyone else, and then headed home to attempt an early night to wake up earlier the following day.

Well, after failing to go to bed early I woke up the next day and somehow found the Marriott Hotel without getting lost where Art Spiegelman was going to be doing some signings. So I naturally brought both of my volumes of Maus with me and waited in the line to meet him. It was only after a while that the volunteers on duty that day informed us that Spiegelman would only sign two books, and one of them had to be one of his new ones. I will admit, I was annoyed. Like I said, I had the old version of Maus that was divided into two volumes and I had been keen on having them both signed. I also didn’t see any of the new books that I was interested in.

At first.

I was tired and hungry and I almost left the line until I decided “What the hell, I’m getting to meet Art Spiegleman.” Then I found Breakdowns: essentially a large collection of his earlier work that I had either only seen excerpts of, or only saw references to in text books for my own researches. Some of these comics had led to the creation of Maus as well and also shed more light on his family life and his own experiences. In fact, some of the comics in there have that very 1960s to early 80s Underground Comix feel: specifically the pieces that really share Robert Crumb’s wobbly, sometimes vulgar but very iconic aesthetic.

By the time I got to see Art Spiegelman, he was sitting across from his wife–the stately Francoise Mouly–and the artist Frank Viva. He looked like someone’s elegant Viennese Jewish grandfather. I know he doesn’t come from Vienna or Germany, but that is about the only way I can physically describe him. I told him that it was a great honour to meet him. He seemed pleased to see that Breakdowns was one of the books I had and he described it to me as something along the lines of a building with which he keeps adding renovations. At one point he joked about whether not my name had changed by the second piece he was signing and I told him, “Not this time, but usually I change the number of Ts in my name just to mess with people.” He found that (very untrue joke) very amusing. Then I shook his hand and left with my prizes.

I just have to reiterate that Spiegelman’s work really influenced me. I originally encountered him in my Literature of Testimony course in my Grad Program at York. A lot of the literature made my own first-person narratives stronger: increasing my voice and its depth. But Spiegelman in particular not only taught me that symbols be used to represent literal things and ideas, but that this same order can be subverted to either destroy their meanings or through doubt on them. This is a very sophisticated technique and one that definitely will affect at least one work of mine. That is one major reason I really had to meet him: to meet one of the masters of what I’ve tried–and am trying to do–in my own writerly way. So yes, it was awesome to finally meet him.

By that time, I made it back to the Reference Library and got a few more books. It was there that I met Hope Larson for the first time and her sign her adaptation of A Wrinkle in Time for my Mom in honour of Mother’s Day and her birthday. She apparently found that cute. I chose that book because my Mom loves Madeleine L’Engle’s series and she used to read them to me when I was much younger. So it was kind of a bridge between our interests. Later, I remembered that I had read Hope Larson’s Salamander Dream and Gray Horses when I worked for the Clara Thomas Archives.

But I couldn’t make it upstairs as I had planned. I was tired and dehydrated and apparently there was a line to get into the suite with more of the vendors that I wanted to visit. I met a friend and we ended up going for a meal of some kind, or I did, and then went on our way to Bento Miso for its own Bit Bazaar. Bento Miso is a place where games–electronic and analog, as well as many start-up businesses–are made and they were opening for the Festival. It was a nice sunny day in downtown Toronto as my friend and I tried to circumvent the ridiculousness of the TTC shutdown from Bloor to Union Station and went to Ossington and walked with tons of stuff in my arms to Bento Miso for the first time.

I met a few people there and got to play some games: including one game called Bijouxred: which is essentially a game that combines the strategy war game mechanics of Fire Emblem with the rough brawling moments of Streetfighter II. And that is just a simplification because the fights themselves have some elements reminiscent of Final Fantasy–with its Combat Options, and even Mario RPG with regards to having to press a button to simulate blocking, charging your energy, or even chaining attacks together. It was really cool. I met Rene Shible–Director of Development–and Lead Animator Michal Szczepanski: who were quite friendly and directed me through their game.

The Bit Bazaar itself was awesome. There is a very Underground feel to it: a combination of grit, digitization and nostalgia along with a lot of geeking, friendliness and adventure. A few of the games from the second Comics Vs. Games collaboration were being shown and played there as well. It is still something I want to do with an artist programmer one day. 🙂 I got a Steamkey to Spooky Squid Games They Bleed Pixels: which I ranted about a really long time ago as also being awesome. It came with its own small black envelope and a simulated red wax seal. That was a very lovely touch. I also got to meet a few people and a friend of mine I hadn’t seen in a while. I think I will visit there more often soon. So by the time I finally got home that night, I was bloody exhausted.

But it wasn’t over yet.

The next morning I woke up even earlier. I gave my Mom her present before leaving and made it again to the Marriott just in time to observe the Art Spiegelman Spotlight panel: with Seth as its moderator. It was a very eye-opening exchange between the two cartoonists and it was this interaction, combined with reading some of Breakdowns that gave me a little idea as to why Spiegelman wanted people to read his new work and not focus as much on Maus. I mean, first of all there is the creator perspective of it: in which an artist doesn’t want to be solely determined by one creation–no matter how great–that they did in the past. But another, more personal reason, is when you consider the content of Maus and just how much Spiegelman had to delve into some dark and personal spaces: some of which were not even personally his own, but affected him just the same. This article from the Toronto Star might explain it a little better and might have made more sense had I read it before meeting him. Having that long shadow cast over you can be brutal. I also learned that Breakdowns has been reprinted twice with new work or “renovations” added.

Then I went to the Library, got some Hope Larson comics for myself, met some cool new creators, and made it to the upper level where I met Maurice Vellekoop with his elegant, airy lined and water-coloured comics: often portraying erotic and adventurous content. I got something and had him sign it. Then I went around that level and left to eventually get to the Bryan Lee O’Malley Spotlight panel: where in a strange game of “Guessing the Answer Before Asking the Question,” I answered, “No,” and asked if he had ever intended the character of Mobile in Scott Pilgrim to actually turn to be Gideon. Suffice to say, I was right and I don’t think I was the first one to ask this question.

Eventually the Festival was closing down and I went to my next volunteer shift: the tear-down phase. This was the shift I covered last year and it had been my only one at the time. I got to say hello and goodbye to some people I met and then I wandered home in the suddenly cold with hail balls coming down.

And that was my TCAF.

So, there is one thing I want to mention before I wrap this long post up. Some of the artists I was talking to were commenting about how awesome TCAF is and how people from all over Canada and the world come here. They were talking about what makes TCAF different from other conventions. Well, I have my basic two cents on that matter.

The first thing to consider is that TCAF is free. It has no entry fee and all you have to do is come in and bring money to buy work, or simply come to the panels. It is also a festival and it is spread around a few locations. But I think the second element of TCAF that I like is that the barrier between artists and readers is somehow thinner here: or at least far more permeable? You can interact with many artists as you would any other person or vendor. It also helps that many artists are in fact fans of other artists. There is just this positive enthusiastic energy around all of that just makes me happy. What really makes me happy is that so many younger people come to this Festival and are so enthusiastic about the comics medium and what they like.

It’s some of the few times that I am proud to have lived in Toronto and still do some business in it. And this event was what I needed lately. I feel more inspired to just do things and get things done. It’s like I got recharged, if that makes sense. I also finally decided to make a basic business card that I can give to people that is linked to this Mythic Bios site. And I made more connections. It was a truly rewarding experience and I would like to thank the Festival Staff, the artists, the vendors, the fans and my fellow volunteers for making this time exist every year.

Also, thank you all for continuing to read and Follow me. I know that this particular post was a very long one and I feel in some ways that I did this event more justice in my own personal written journal, but I did what I could and I underestimated just how much happened in three days. These three days made this part of May a good beginning and I have plans now. And I can’t wait to begin the process of implementing them.

Contains Language: Reader’s Discretion is Advised!

I know the above title is a low blow for attention, but I really couldn’t resist.

Whenever I write something on Mythic Bios, I try to make the language and the content as accessible as possible. I know I don’t always succeed, but in the case that I don’t my hope is that I have a little something for everyone that I am also interested in writing about.

In my later years in high school and throughout my early years at University I was really interested in Philosophy. I liked writing that made me think and that also played around with ideas of varying kinds with regards to, well, pretty much existence. But even then, before I realized how didactic–how dry and rambling it could get–I had one other issue with Philosophy and texts that purported to be as such.

Sometimes, they would reference subject matter that I wouldn’t understand or, in my case even worse, begin to quote a language of what I was not at all familiar. And it annoyed me. A lot. To be honest, it still does.

Philosophical texts are not the only culprit in this non-crime of course. Many literary classics–novels–do this exact same thing: at least from the Modernist era. And, finally, there are comics that do the exact same thing from time to time. Take Alan Moore for instance. Alan Moore is a genius. He creates multi-layered plots that start off very slowly but ultimately become very epic and grandiose. And even though his characters have tended to lean towards the cynical side of humanity, his characterization is very human and excellent.

But I will tell you now: when he has whole passages of From Hell and Lost Girls in German, or I believe Punjabi in The League of Extraordinary Gentlemen: 1910, or even … freaking Martian in the second Volume of The League I start to get … annoyed.

Don’t misunderstand: I like the authenticity he brings to the characters and the fact that you can clearly see how his well-read nature and research is paying off in the background. Now I am not just talking about his appropriate use of other languages, but his many, many literary and historical references that make me feel very under-read as a reader and overwhelmed as a writer. He simply makes so many references and allusions that I can’t always keep track of them, or even know what they are. I can see how other people would really have difficulty relating to this. I guess it’s like what Austrian Emperor Joseph the Second purportedly once told Mozart: that his work has “too many notes.”

I know that when he has used other languages, I feel a bit … cheated: because I want to know what the hell the characters are saying! It’s that simple. Likewise, I want to get all the references. I’m greedy like that and it feels like I’ve reached a certain level of understanding, and then I hit a wall.

A language is another perception of reality. Really, another language is a different world. This leads me to the other perspective on the matter. Anna Anthropy has said a few times that one of the issues with regards to video games is the very exclusive culture or subculture that has developed around them. More specifically, she talks about how video game design and dialogue around it becomes this interaction of in-jokes and references that people outside the circle do not always get. I would imagine that this is something, especially with regards to games as an expression of art–of language–is something that Anthropy believes we should watch out for.

On the other hand, Anna Anthropy is also one of those who wants to allow for a different voice or perspective in the medium of video games. For Anthropy this seems to have been in the form of making games for different genders and practices outside what was–and still is–the social norm. Essentially, and others like her, use this chosen medium to subvert it and change it: to reveal its full potential through a new perspective.

Alan Moore did something very similar. He, and others like Will Eisner, took a medium that became very associated with superheroes and some two-dimensional character development and morality and injected a whole different kind of perspective into it: using comics to talk about scholarly, metaphysical, philosophical, sexual, and realistic matters as well as still telling a story. Eisner and Moore are known for bringing the idea of the novel to the comics form and–eventually–leading to a place where a larger audience could access and relate to the stories being made in this medium.

In a way, they were making a new language as all languages are made: through innovation of an older dialect.

Anna Anthropy seems to believe that video games still need to “grow up” and deal with these matters as well: with gender and sexuality and life experiences in an accessible way. And one of these ways is to make the audience for games grow by trying not to make so many exclusive references within a game’s structure. Geeks by their very nature are exclusive in that they tend to know many obscure facts and bits of knowledge and trivia, and I don’t think that is a bad thing.

But I would argue with Anna Anthropy–at least with regards to knowledge and not necessarily that sense of shared social experience–that if a player doesn’t understand one element in a game, there are resources online and elsewhere that they can access to understand what is going on. And I suppose that is why, with regards to Alan Moore, there are so many Annotations of his works out there. I do think that it is more than okay, especially with regards to continuity and art, to make references that a reader doesn’t always understand: provided that there is enough that they do understand and enough impetus for them to go and learn something new.

It is strange how my knee-jerk reaction to seeing other languages in a primarily English language comic is a feeling of exclusion and also this annoyance: as though the author is trying to be pretentious and show how smart they are instead of telling a story that I can relate to. Sometimes I feel it to be very elitist. This is the same with references at times. On the other hand, I know–especially with regards to the latter–that I do the same thing regardless of how well I might explain it, and that I should really take it as a challenge.

I don’t want to be talked down to, but I also don’t like it when things go over my head. And this is me as a reader and–as such–I need to keep it in mind as a writer too. I also, as I said, don’t always succeed.

I like to think that Alan Moore doesn’t write in different languages in his works for the sake of being clever, but he actually does it to keep his characters in character and to maintain a continuity in his world-building. Granted, he could <do what some other creators do and but triangular brackets around dialogue to indicate a different language like so>, or make a different font for those words, but it would not be the same. There is no real solution to that, I’m afraid: not for me anyway.

But there is something that my studies in Philosophy also taught me. Whenever I do come across things I don’t understand, as I said I look them up, or I try to find a speaker of the language. I can tell you that it was enjoyable having a German-speaking friend of mine translate some words to me as I typed them out to her so long ago. And when I don’t get a reference, I consider it a real challenge and it is like an easter-egg hunt that allows me to reread Alan Moore’s text and graphics all over again. And sometimes, I find something new I didn’t get in the first reading.

I would never bring up any of this at a signing–should Alan Moore ever come to Toronto one day and I can access the line–because that is not the time or the place. But I do have this place to talk about it. Alan Moore helped take a medium that people did not always take seriously and made it into some serious literature: and as long as “serious literature” is always questioned, always makes you think, and can function on its own merit– and can take you into another perspective–then it is definitely a past-time, and a calling, that I want to continue for my own: because there is always room for growth.

So hopefully this made sense. My Mythic Bios is another world itself and perhaps a language of differing ideas sometimes reaching critical mass, or becoming exercises in poetry. Or it’s that fine line between talking down, and or being the wind over someone’s scalp. I’ll leave that up to you, my awesome readers.

Becoming a Gateway: Or What Anna Anthropy Twines Together

I will say here, off the bat, that there are some video game and article links below that can be construed as Not Safe For Work. Player’s discretion is advised, though enthusiasm is also encouraged. I am also hoping that I can communicate and do justice to these ideas and some of my own creative license as best I can.

I’m not sure how I first met Anna Anthropy. Actually, that is not entirely true. I do remember first being introduced to her when I discovered Rise of the Video Game Zinesters: though how I came across that book to begin with is a memory now lost to time.

I did plan to buy that book eventually, but then life got in the way. One day, after a series of insane events, I found myself brought to the 2012 CanZine Toronto Event by some friends who thought I needed to see it: and I did. What I didn’t know, or what didn’t really bridge the cognitive dissonance in my head was that Anna Anthropy was there with her partner Daphny David and that they were selling the very book that I had been so interested in.

I’m going to admit that I felt sad, but I was still getting used to that endless process of being social again that I tend to find myself in and by the time I realized that they had been there, it was too late. So I bought the book for myself later instead.

There are many very good reviews that detail what the contents of the book were about: how it worked, how it possibly didn’t, and all of those various details. But there were a few things that stuck out at me. The main message that I got from Rise of the Video Game Zinesters was that Anna Anthropy wants there to be more accessible technology and means for anyone to create a video game. My younger self, the boy that really wanted to make games, would have totally agreed with this concept: even if he didn’t have the knowledge at the time to understand many of the other details surrounding it.

Essentially, Anna Anthropy wants there to be a means for a game-making technology or software–a manifestation of communication and language–that is easily accessible for anyone to use for the purpose of, well, making games and creating ideas. Or taking names and kicking ass: whichever definition you prefer. Of course, there is more than that. The idea is that by having different people of different backgrounds, social classes, career-paths, sexual and gender orientations, queerness, life practices, and a wide gamut of humanity that does not necessarily understand coding you can vary up the content and the gaming experience of a game without an industry-ruled homogeneity: where plots and stereotypes are recycled to keep a sure profit.

It is a very seductive idea. Anthropy compares this “much needed” product and the mindset behind it to the creation of the printing press in Renaissance Europe: thus freeing the production of literary articles from the Catholic Church’s scribes and making them accessible to everyone. The fact that the printing press allowed for religious texts to be made with vernacular language–the words of the everyday layperson–instead of a Latin known only to nobles, priests, and scholars is probably an analogy not lost on Anthropy when she brought up the image to begin with when you consider that she looks at games as a language that all men, women, humans, and other sentient beings should be able to relate and have access to.

She also briefly looks at the history of game-making itself and equates video game development with the earliest forms of games: with symbolic piece and board games, carnival games, arcades, all the way to modern board games and more miniaturized computer games. In addition, Anthropy makes a very compelling case as to how video games were and are in the providence of an elite minority: that it was male computer programmer students and the academy that developed code and the games that came from it. Yet it is also clear that there are changes that are–and have been–in the works to that regard.

I’ll tell right off, as some other reviewers of Anna Anthropy’s work have mentioned, I don’t always agree with what she says but she makes some very intriguing observations. There is one point in particular that sticks out at me. Anthropy writes that a single game creator in sole control of their project can make a much more focused and more personal form of art–a game–than a large team of staff members can. I don’t know if I am articulating that thought as thoroughly as I should, but that is what I got from that. What I find really interesting is that Will Eisner, in his book Comics and Sequential Art, also makes a very similar statement with regards to the development of the comics medium and storytelling within it. These are two different mediums, both of which had to fight to gain recognition as a legitimate medium, yet it is really fascinating how two of their advocates come to similar conclusions.

Eisner did mention, however, that there was nothing wrong with a collaboration between two or more artists on a work. Indeed, in his book Graphic Storytelling he goes into a lot more detail with regards to that. And even Anna Anthropy, in her book, mentions that she is writing the book not merely for game creators but for anyone: writer or scholar that is fascinated with her topic. It should also be noted that Anna Anthropy has collaborated with a few other artists in her own works: such as the fun and frustrating Lesbian Spider-Queens From Mars, the very personal and visceral Dys4ia, and the thought provoking puzzle game Triad. While much of this collaboration has been in the form of graphics and sound, even programming for the latter game, it is still a form of collaboration: though obviously not an industry-mandated one. Rather, these are the product of an agreement between artists that respect one another and actually work together to make something cohesive while still keeping the personal element of Anthropy’s own vision.

Now, to get beyond the book and go a bit into Anna Anthropy’s games. I like them. I like the concept behind them: of taking a video game form and using it to communicate a personal experience. There is something really beautiful about that. I know that Anthropy may not be the only person who does this–and I suspect she hopes she isn’t in the only one either–but she is the one that really introduced this to me on more than a cursory level. I think she is one of those who reinforced for me that the games of my youth–that inspired me as a creator–are more than just frivolity or an inferior art-form. Some have said the same thing about comics, about film, and–back in the day–even theatre and other forms of painting and art.

Some people have been giving Anthropy flak about her games: about how they all tend to follow a very similar pattern or themes of lesbianism, BDSM, and transgender issues. The thing is, well there are two things. The first is that all of the above things are not mainstream in video games: at least not from someone who has all of those elements in their own life. The second is the age-old adage: write about what you know. And Anna Anthropy knows about all of this. She writes about and makes what she knows. Her viewpoint is just as valid as anyone else’s and it is more than okay for her to make games about what interests her: because there are others out there who will relate to it.

The fact that she uses similar themes in her work, and I would say never quite in the same way with regards to game play mechanics, is irrelevant to me: because the industry does the same thing for the most part with many mainstream themes and even the best creators make what they know.

I think what I admire about Anna Anthropy and others like her is that although I can’t always agree with them, they do something that is remarkable. Sometimes the people in charge of publishing or video game industries and coding are called “the gatekeepers.” And what Anthropy and others are doing is they are becoming gateways: gateways and fiery Bodhisattvas into alternate perspectives and the potential for the creation and expression of new game experiences.

This is something that I deeply respect and it is a thing that greatly motivates me now. There is one thing I have mentioned before in this Blog: that I am looking into Twine game-making because of Anthropy’s mention and use of it. Twine is a software that lets you create a “choose your own adventure” style text game without a knowledge of coding, or with enough video tutorials to get into it. I want to do the same thing that she and others are doing now. I want to make a game that can communicate my own–albeit different-experiences: ones I’m not sure even Anthropy will always agree with. I want to have the ability to put someone else into my own shoes: as it were. Or use my experience to make something else entirely and let people make their own choices.

So Anna Anthropy won with regards to me: because she has influenced me to make a game. But I think what is also remarkable is how she even affects her reviewers and critics. Take Jenn Frank’s Rise of the Existential Crisis: How One Woman Nearly Never Finished a Book Review, or Cara Ellison’s Choose Your Own Anna Anthropy Interview.

Frank’s article adopts Anna Anthropy’s writing style from Rise of the Video Game Zinesters: emulating Anthropy’s own combination of history and criticism and inter-dispersing it with her own personal experiences in a seemingly scattered narrative but ultimately bridging the gap between the reviewer and the creator of personal expression while Cara Ellison actually makes a Choose Your Own Adventure Game using Twine–Twine–in order to bring her interaction with Anthropy across. Just looking at the styles and mediums used by these two women is utterly fascinating: Frank does not necessarily agree with Anthropy’s statement that everyone should make a game–though she wishes on some level that she had–while Ellison flat out makes a game to express her interaction and her influence from Anthropy’s philosophy in a very demonstrative manner.

I will also say right now that this article was a long time coming. I just didn’t have the words then. But if Ellison’s Twine article further influenced me to make my own game (and I didn’t even realize she was using Twine to do it at the time, another example of my cognitive dissonance), Frank’s article actually encouraged me to write this. And I have been influenced by Anthropy in other ways as well: you will probably see relatively soon outside of this article.

But if I had to sum up everything I have written here, I will say this: that in terms of video-game storytelling, its potential as a medium, and her own potential influence on its future, Anna Anthropy is immensely important.

P.S. My favourite Anna Anthropy Twine game is this one: Hunt for the Gay Planet. There is a story behind its creation that she can explain far better than I, but what really inspires me is the story of a person who tries to find other people like her and goes on a long well-written intergalactic journey. This piece inspired me so much that I bought the Choose Your Own Adventure book from Anthropy’s own site: which is coincidentally on my Blogroll as well.

Participant in One Marathon, A Spectator at Another

Originally this weekend I was going to participate in the 12-Hour Comic Book Marathon at the Comics Lounge and Gallery. I didn’t end up writing anything or collaborating with any artists there. If my experience at the Global Game Jam taught me anything it was that most people there probably already knew each other and either way they would have come in some pre-made teams: those that needed them anyway.

As I’ve said before, I am not much of a graphic artist.

Really, I didn’t want to potentially take up someone’s space on the possibility that I couldn’t find a partner and–to be perfectly honest–I didn’t want to be the odd one out: feeling painfully self-conscious.

Later on, I found out that there were still a few writers and artists who cancelled or were actually still looking for a partner, but by then it was too late. However, it was just as well that I decided not to do it because my brain is full with all the work I’ve been doing and I had never actually been to the Lounge before. I would most likely have gotten lost trying to find it.

Essentially: I wanted to get there, get a feel for the space, meet some of the people there, talk a bit with them, maybe make some connections so that I could participate in a later event, or–really–just get to know people who have similar interests to my own.

I still felt bad, though, that I hadn’t participated as I intended and looked forward to doing. Keiran Templeton–who I saw in her tiara as she held court over an assortment of writers and artists–not only organized the entire event, she also had time to go face book and ask if there were any people that wanted to work with others, and she even told me by email that she would keep my name on a list to let me know about next time.

As it was, I made it up to myself by punching some of my procrastination out and starting to really script out my own collaboration with Angela O’Hara: you know, the comic I keep saying that I am working on. In my defence, I have been working on it on and off with little tidbits of notes here and there: much like every other long-standing story I’ve been dealing with. In fact, for The Project I actually made a rough outline of everything that I want to happen in our first issue.

The key of course was actually beginning to flesh it out. I’m beginning to realize that in industry terms, I work entirely too slow on comics scripts. Even from my limited understanding I can see that they take time and a lot of concentration. But the day before the Marathon, I decided to get into the spirit of it and expand on the very first part: to actually take one segment and go wild with some descriptions and leave room to artistic interpretation in others.

And that Friday before the Marathon, I sent something to Angela via inline text and–if it’s not perfect–it is at least something to start from and a good subject for us to discuss. I look forward to talking with her about it when we find the time and see what she will make of it.

So I had this little bit of positive energy to tide me over as I finally did leave to find the Comics Gallery and Lounge I’d been hearing about for so long. The journey was ironic for me. It seems like so long ago that I used to live on the Bloor-Danforth line: specifically close to Woodbine Station. Even before that, when I was at York, I always found that energy to take various transit to get to find my away to College and Clinton: where the Lounge actually is. It’s only now that I’m in Thornhill–in York Region–again that I decided to go somewhere cool that I’d been putting off for so long.

When I found myself outside the shop, I paced around a bit: suddenly really feeling the nervousness. It was strange: being back downtown on the streets again after basically huddling away in Thornhill. And here I was outside a place with people who obviously loved comics and other Geekery and I was hesitating. It would be helpful to mention that I’ve developed some very crippling social anxiety over the years. It probably has roots to older sources, but after so long dealing with Grad School and being by myself a lot I kind of really retreated into myself. It also doesn’t help that I was shy to begin with and … it’s hard for me to put myself out there.

I also was thinking to myself: what if I go in there and no one likes me? I know: it’s a pretty irrational series of thoughts and I have gotten better at dealing with them. I knew that if I needed to, I could leave at any time I wanted and–it being a Lounge–I brought some work to do as well. My plan was to stay there for the party that was going to happen after 11 pm–when the Marathon was officially over–talk with some people and then leave.

So I walked up the stairs and everyone was friendly. I had to get used to, well, being in a new place and around people I didn’t know but I browsed around the shop and entertained myself looking at comics. There was a very comfortable black couch–most of the inner room was set up with benches so people could work–and I sat down to write. I actually started to feel a lot more comfortable writing and having something to do.

It was strange at first. I’d seen a lot of the people around me on Facebook or the Internet when I was finding out more about the Lounge, but actually being around them in person was just different and cool. It turns out some people were late for the Marathon anyway and, really, they just seemed to have a whole lot of fun doing what they did, browsing comics, and just socializing. I didn’t talk with as many people as I wanted to, but my cousin Shane Kirshenblatt–who made such awesome comics as Dorothy Gale: Journey to Oz–and his wife Sari came in and we talked for a while about comfortable things like comics and writing and creation and all that fun stuff.

Coincidentally, I wrote my first Conference paper partially on Shane’s Oz comic and he inspired me through a conversation to write my first ever science-fiction story in ages: one that didn’t win the Friends of the Merrill Short Story Contest granted, but I am still proud of it to this day. He actually talked with me about looking at a script of his to see what I could do with it: something that really intrigues me.

I even briefly talked with Keiran as she was managing her Empire of comics creators and there was a dog or two, and some cheering, and various geeky discussions. I ended up having a really good conversation that night with Debra Jane Shelly. I had seen her before, like many of the other denizens of the Lounge, on their Blog and Facebook. She really stuck out at me the first I saw her and I knew before I ever talked with her that she was a hard-core comics geek. But it is one thing to know that intellectually, but experience it first-hand in a conversation was entirely different and enjoyable. I barely got a word in edge-wise, but I enjoyed listening to what she had to say and I learned a few things.

For instance: I never thought about the first-impression that people got of Watchmen when it came out in the 1980s. As Debra pondered this, I remember thinking that it was true: it was during this time period that meta-narrative and pastiching were being implemented into comics narrative along with a certain more blatant kind of adult irony.

When you think about the comics that came before, during the heyday of the Comics Code–of comics industry self-censorship–and then you look at something like Watchmen you can definitely imagine a kind of “culture shock” for some readers. But, as Debra put it, we will never really know that feeling ourselves: you know, aside from reading about it through secondary sources. It’s like those accounts you hear about from famous writers and comics creators about growing up with the old Pre-Code Horror Comics: with EC Comics’ Tales from the Crypt, Creepshow, and all of that really fun and twisted stuff. But even though we can read a lot of those twistedly ironic and morbid goodies now, the spirit of Zeitgeist of the times where they were written are not really as accessible to us or perceived the same as someone who was there.

I think it was good to talk with someone who knew as much–if not more–about comics: someone who had read some really good and memorable works. It was sort of humbling, to be honest: to know that wasn’t the only one as insane about this stuff as I sometimes delude myself into thinking. There was a whole room of them. :). I did talk with some more people and then I took my leave as it was about that time. Debra actually made me pose for a picture where I am holding Alan Moore’s Nemo: Heart of Ice: a book I actually got there. As for the reason that she took it, if one is needed, she told me that she likes to take pictures of people having found their favourite books: or something to that effect.

It occurred to me–or I remembered–as I smiled at the camera that I rarely ever smile when I’m in public: especially in Toronto. Sometimes the exhaustion, and anger, and sadness ingrains itself in you so bone-deep that it’s difficult to even smile for real. I thought about just how sad that fact really was.

In any case, I said some goodbyes and then I left to find the streetcar back to Bathurst Station. I missed the car, so I decided: “Screw it! I’m going to walk the fucker!” So I walked by myself all the way from Clinton and College to Bathurst Station. I hadn’t walked that long or been in this area in ages. And as I did so, with my travel bag on my shoulder and my black winter coat covering me I felt more alive than I have in a really long time.

Coincidentally, it took me 16 minutes and there was no other streetcar during that entire time.

I know when I wake up tomorrow, or later, I’m going to be very embarrassed by some of the sentimentality and haphazard writing I’ve left here. It’s no new thing, to be fair. Actually, I’m surprised I wrote so much about–well–doing so little: by my standards anyway. However, I really felt the need to write this out while it is still fresh.

I am definitely going to check out the Lounge again. Here is the Toronto Comics Lounge and Gallery Blog in case you are interested and you didn’t see it on my Blogroll section. Thank you for reading this and, next time, I do plan to make something.

Excelsior, ladies and gentlemen.

Before the Empire, There Was Something Else

This wasn’t a planned post of mine, but it’s amazing how Star Wars makes me do that. Not too long ago, I heard that Disney is shutting LucasArts down. I did grow up with the games that this company made tangentially and it does make me wonder exactly what it is that Disney is planning to do with the Star Wars franchise.

But I don’t really feel like I have much to say on this matter. Yet while LucasArts is currently being dissolved, there is another–perhaps more understated–Star Wars event happening as well. I’m talking about the comics adaptation of George Lucas’ Star Wars film script.

The original draft.

If we go by the theory that the original that a character is based off of has a considerable amount of resonance and power, then these figures will definitely stick to whomever will read this limited edition series.

I won’t go too much into the details of the thing. In fact, if you’d like, you can read some news accounts here or here on the matter. This is not the first time I have heard about or read anything about Lucas’ original script draft. In fact, I’ve seen one or two fanfics take these Star Wars proto-characters and their prototypical universe and make some really interesting things out of them.

But they are, however the writing may be, the root of many of the elements of Star Wars that we recognize today: in the Old Trilogy, in the New, and in a lot of the Expanded Universe.

What we are seeing, in comics form, is an alternate universe in a galaxy far, far away and what was once the providence of fanfiction is now–to some degree–being created and sanctioned by LucasBooks such as it is. It is like finding out that the new J.J. Abrams’ Star Trek alternate universe films were being created in a smaller comics form: save that his alternate universes are his own and not Gene Roddenbery’s.

But what really gets me is looking back on two posts I made on Mythic Bios about Star Wars. I wasn’t really satisfied with Star Wars: Back to the Basics, to be honest, though I do think that my post When You Wish Upon a Star, Far, Far Away does have some merit apart from its rather witty title. I think my issues with the first post were that I had a lot of supposition and hearsay, but not a lot of proof. I wanted to compare Star Wars to Buck Rogers and Flash Gordon: to show that the latter really affected the former from Lucas’ own formative years and that the Prequels were a hearkening back to that original source material. I even had trouble trying to find pictures to make nice parallels: save that at least the “opening crawl” receding into the distance in both the Old and New Trilogies had a parallel with the old Buck Rogers serial introductions.

File:Flash Gordon (1940) - Opening Crawl.jpg

But if you look at the links to the news pages that I attached above with regards to the comics being made from the old script draft, just read how the characters are described and look at the accompanying art work that is being made currently. In my second article, I went into some brief speculation about a Star Wars reboot: much in the way of Star Trek. I doubt this is going to be wide spread and I certainly don’t think the next Episodes will be reboots, but it is worth looking at the fact that in some medium this creator-made “pre-boot?” is being made.

The way this script is described, it not only seems to be closer to the film materials that Lucas was inspired by and are mentioned in the linked articles, but there is something very … Princess of Mars about their aesthetics and attitudes.

If you want to talk about prototypes or preceding archetypes, Edgar Rice Burroughs’ world of Barsoom really influenced a lot of science-fiction: with almost archaic looking costumes, vintage laser weapons, and a lot of emphasis on royalty and nobility even beyond the usual Star Wars: or at least the Star Wars of the Old Trilogy. You can also argue that some of the images in the articles I linked to also look a lot like Buck Rogers aesthetics as well. And Star Wars, while it is epic fantasy, borrows and wears enough of the science-fiction aesthetic to be examined in this manner. I would say that this is an attempt to hearken readers back to a retro-Star Wars, but this “predates” and pre-exists that vintage. A Pre-Boot Pre-Retro? Now, that just sounds bulky to say and I am sure there is a better way to say it.

I think that, in the end, what I find really fascinating about this–in this really simple overview of the matter on my part–is that we are in a time now which is really interested in the retroactive: in Retro itself. For many of us born and grown up in the 70s and 80s, perhaps even the 90s, the present has become the past. I go into it a lot here, but this decision on LucasBooks’ part seems to really feed into that growing niche in popular and geek culture now.

Or this is just a very strange and fascinating look into an experiment that could have been and admittedly has a very limited lifespan: an oddity that has existed for years collecting dust on the shelf and in the recesses of Internet chatrooms and forums which is now really getting acknowledged.

I would never have known about any of this as a child and–indeed–if I had known about either LucasArts’ end and the Original Draft comic coming out a few days ago–on April 1–I would not have believed it. As it was, I read about the Original Draft being adapted to a comic during April Fool’s and didn’t know what to even think about that!

But I like oddities and strange things. I make them all the time. I am making them right now. I thought that the Star Wars Prequels were a hearkening to older space opera shows of the 50s or so, but maybe they were also referencing this older, weirder, prototypical universe: an elder reality. I want to see what will come of this. They would at least make for some interesting toys.

And I don’t know about you, but I want to know if the reptilian Han Solo still shoots first. I’m messed up like that. 😉