The Singing Inks: Some Lovely YouTube Inking Videos

I love art.  While I don’t get to play as often as I’d like, I thoroughly enjoy the hell out of it when I can.

One of the joys of committing art is playing with ink and paper.

And if I can’t play with the paper and ink myself, I often like to watch how others do so.  Watching other active artists work is a wonderful learning tool–and it brings me great joy. Of course in the past, one needed to personally know an artist in order to watch their process, but these days it can be possible to see it on YouTube in videos or on DeviantArt in tutorials.

Today I wanted to share some of my favorite videos.

First is Nyek! Video Blog #64

Pencils by Whilce Portacio and Inks by Ed Tadeo.

I find this very restful to watch, actually. I’m always fascinated by which portions of an image an artist chooses to begin working on. Then, which portion they choose to highlight with their tools, and what parts they come back to.

I’ve watched this video several times, and while I don’t always follow the capes, I do have considerable affection for many of them, so this is a satisfying piece for me. There is often a difference between a working artist on deadline (using Photoshop to black things in, for example) and a teacher showing an exhibition piece. Both very valuable. Just different.

The second video is an illustrator, Francis Vallejo, who has made a longer how to video:
 

 

This video is a short series of demonstrations–it’s not a working piece (as in the first video), it’s a demonstration piece. He does several versions-one with pencil, then with nibs, then with brush work, and another with gray washes. It’s useful and interesting.

And while the one below is actually speed painting, not inking, I wanted to share it anyway:
 

 
No, I have no idea what the words say. I think the artist’s name is hatsune miku, but that is an educated guess (Update by Noah: Hatsune Miku is the character being drawn, apparently).  What I wanted to talk about is the approach–it’s interesting and the results are lovely. I’ve never seen an artist begin with a silhouette and then move to the darker to lighter shapes–different and fun. So many ways to reach the end point of a figure drawn and beautiful.

This other next one is also not ink. It’s Liang Yue demoing Corel Painter 9, but I couldn’t resist, because holy shit.
 

 
That one speaks for itself.

This last one is Ayano Yamane inking her work and then doing watercolors. It’s ever so slightly naughty, so children cover your eyes, and adults, scoot closer. But seriously, Ayano’s inks are absolutely gorgeous. Her pencils, of course, are top notch, but it takes a great deal of control to do this sort of inking because (if you’ve never done watercolors or wet ink a la Dr Martens inks) you need to know that you can’t actually erase on that paper or Bad Things Will Happen (you’ll get all sorts of hideous splotches) and you can’t exactly correct skipping nibs or spatters. It requires a very steady hand, and unlike cape comics, yaoi comics (like shojo comics) require quite a thin line. It’s beautiful, yes, and my favorite kind of ink, but it takes practice and skill.

Ayano Yamane:

 
I hope you’ve enjoyed these.  One of my favorite things about living in the future is getting a chance to watch the creation and sharing of amazing art.

Voices From the Archive: Charles Hatfield on Why Maus Is Not Glib

In a post a while back I claimed that Maus was glib. Charles Hatfield refutes me thus:

Noah, ach, this is more of your tendentious, hammer-blunt, idol-toppling perversity at work.

Your method, from my POV, is to work by comparison/contrast to things you esteem, find fault on the basis of those personal points of reference (as in, Spiegelman isn’t Celan), then point out that, besides the much-idolized comic in question, lots of other artists, in other media, other forms, have engaged in the same things — in this case, self-reflexive and metanarrative feints — so that these are, ho hum, hardly new (even though Spiegelman’s way of doing them was decidedly new to comics). Then you elevate the comic’s use of such common devices to a moral failing, as in, Spiegelman is glib. Then, when confronted, you persist in dissing the comic in question as, here you go again, “tiresome,” old hat, and inferior to works in wholly other forms, works whose agendas and burdens and formal affordances are light years away from the comic in question.

FWIW, you’re entirely wrong about Maus being merely glib. This was the tack I took as a reader initially, back in the mid-80s, due to my own initial resistance to work that exploded or ignored the boundaries of comic book culture as I, an ardent fan, understood it. But when I finally read, years later, the completed Maus, I realized that this was a moving, indeed for me deeply affecting, work that used intellectualized conceits and circuitous method to earn, and make the reader earn, a stunning emotional effect. Maus moves many people for a reason, something your dismissive posturing cannot account for.

In hindsight, there’s nothing glib about Maus at all, and you’re condemning it (condemning is not too strong a word) precisely for its use of the comical, its word/image tensions, its aesthetic effects. You’re condemning it for not rising to the ontological heights, or depths, of Celan, for being something other than what your straw argument insists that it must be. You’re faulting its medium-specific complexities as simplicities. In essence, you’re adding your voice to the chorus of shallow ad hominem criticisms based on a dislike of Spiegelman’s persona, the kind of obtuse, tone-deaf criticism seen in, for example, Harvey’s willful misreading of the book in his The Art of the Comic Book.

Spiegelman will always be subject to arguments that he is “glib.” His refusal to tack away from the comical, his refusal to deliver what others expect of a Holocaust account, and his deeply fraught portrayal of his father are bound to rub a few readers raw. But the charge is itself glib, unearned.

Note that Spiegelman never affirms that his portrayal is “real” in any straightforward, uncomplicated sense. Not even his words do this. Attention to the text, the whole text, verbal and visual, reveals that, as Vol. 2 speeds to its end, Maus unpacks layer after layer of hopeful artifice, and ends on a deliberately deceptive note, whereby father and son together fantastically reconstruct the absent mother who, we know full well from earlier chapters, cannot be restored, indeed is the irrevocable and constitutive absence, or loss, around which the book is built. You haven’t even begun to plumb the depths of this layering.

Again, from my POV your considerable writerly gifts are being sabotaged by your crushingly obvious yen for idol-toppling. The way you swing that truncheon of ideological criticism, in predictable and predictably unsympathetic ways, is a stone cold drag. You’d give us much more if you stopped trying to enrage fans and instead applied your needle-sharp intelligence to actually reading the comics with due attention, without trying to make the alleged limitations of the comics into a warrant for swinging that stick.

 

Grappling With Genre

One of my favorite books by one of my favorite authors is The Player of Games by Iain M Banks. It is a Culture book, the vast anarcho-communist utopian space opera setting that Banks has designed from the ground up to be both self-consciously rational and pure wish-fulfillment for those of us who like their escapism with a hefty dollop of moral superiority. The Culture has no money and is made up of an aggregate of alien races and artificial intelligences, include self-aware spaceships with jokey names.
 

 
The Player of Games is about a man whose job is to play games (I told you the Culture was a utopia), who is recruited by the Culture’s dirty tricks espionage group Special Circumstances to help them engage with something they’ve never run into before: an empire that is built around a very large, very complex game. The victor of a population-wide tournament becomes the new emperor.
 

 
I do not mention this book to praise it, but rather to use it as an example as I discuss the complexity of the abstract concept that we call genre. If genre was a coworker, he’d be that guy at the end of the hall that is absolutely essential to ongoing operations but is also annoyingly pedantic about minor, almost trivial items.

Genre is used in a variety of different ways: as a marketing tool, as a critical tool, as a tool for readers to identify what they want to read next and as a stick that some people use to beat up on other people for their reading tastes. Genre also provides a veritable catalog of generic elements that creators can use when constructing their works.

The Player of Games is a science fiction novel. (If you want to get pedantic and insist that SF stands for speculative fiction, it fits under that rubric as well.) There are genre elements galore: spaceships, aliens, worldbuilding – the author even admits that he stole the primary setting for the first half of the novel from Larry Niven’s Ringworld. On paper, this has all the trappings of a generic novel; after all, the more genre elements that a work contains, the more generic a work becomes.
 

 
And if you were marketing The Player of Games, the smart money would be to lean very heavily on the “spaceships and aliens” angle. It’s a book that rewards an educated and opinionated reader, though, so perhaps the marketing could even be tweaked by indicating that it contains “spaceships and aliens, but smarter.” This reveals one of the main weaknessness of the genre concept – it reduces complexity to its lowest common denominator in an effort to attract as many readers as possible. In theory, every iterative step away from the core generic descriptors risks the alienation of readers who are only (dis)interested in the generic elements.

As a consumer, I rely very heavily on genre to help me make intelligent choices. For example: I do not enjoy the adrenal rush that comes from people jumping out from behind things, which happens to be a core element of the horror genre. As a result, I tend to steer away from the horror genre as a general rule, which has probably resulted in me missing out on work that is probably pretty good, despite the inclusion of jumpy-outy bits. And yes, there are plenty of other, non-horror movies that contain jumpy-outy bits – is Alien a horror film or a science fiction film? Why can’t it be both? Oh yeah, because marketing demands that it be given a straightforward handle that can be given to potential consumers.

I also happen to enjoy spaceships and aliens and I recognize that there is a vast gulf of difference between The Player of Games and Star Wars, despite the fact that both can technically be shelved under that particular heading. Because my tastes are broad, a listing of genre elements offers a good starting point. But when tastes are prescriptive (as in my blanket disregard of the horror genre, above), there is a very good chance that marketing by genre is not actually helping bring in customers.

Genre can also be challenging in a critical context. When I read a review that includes some variation of “this novel transcends genre conventions” I immediately read that as “the novel contains generic elements but doesn’t use them generically.” For example: The Player of Games contains spaceships, but those spaceships are self-aware and have names like GCU Of Course I Still Love You, Superlifter Kiss My Ass, GSV Unfortunate Conflict of Evidence and so forth. This is an obvious stab at the inherent conceit in most space operas that ships must have big, imperious names.

Banks also points out [1] that having names that are self-consciously jovial tends to disarm potential opponents because they are less likely to take the ships seriously. The worldbuilding that comes from such a simple inversion of the genre convention really adds to the glamor constructed by the novel, but it may or may not be what the standard genre fan was looking for when he picked up a book about spaceships (and aliens). But it is absolutely the kind of thing that a critic would hold aloft when praising a book for moving past the generic elements that it’s built on.

On the flip side, some critics are known for using genre as a kind of yardstick – separating genres into categories, most often of the “good vs bad” variety. Just as there are any number of essays written by any number of good critics imploring readers to look beyond genre conventions and try something new, there are any number of critics who look down their nose at genres they consider to be somehow less important. This critical shaming doesn’t just stop with critics, though. Margaret Atwood is well known for claiming that she doesn’t write science fiction, even though she clearly does.

Some people revel in this, repurposing labels for their own use: Nobrow and Lowbrow are the two most obvious examples. But for most, genre is a ghetto – a well-populated ghetto, to be sure, but still a ghetto. Part of that has to do with the mainstream culture’s attitude towards genre works and part of that has to do with the consumers of the genre, which is another topic entirely.

Banks, on the other hand, doesn’t shirk from claiming that he writes science fiction. In fact, it’s very obvious that he enjoys spaceships and aliens and is quite happy to continue to be paid to write them, thank you very much. And I’m happy to enjoy what he does with them because the results are interesting and original and not at all what is expected.
 

 
Unfortunately, most authors do not have the sheer creative energy that Banks brings to the table. Most use generic elements as a sort of construction set, building weird stories that tend to violate the “could this story be told in an ordinary setting?” rule as a matter of course. And that’s one of those places that genre falls down, in my opinion. Someone writes a good story that introduces a nifty concept and someone else comes along and uses that same concept without doing anything original or interesting with it. The result comes across as, well, generic.

I fully expect an entire cottage industry of Harry Potter and Scott Pilgrim clones to come along in the next generation of creators, the same way that the mid-70s were dominated by Tolkien clones and Black Sabbath knock-offs. In this way, successful creators could be said to become a genre unto themselves, regardless of what parent genre they were marketed under[2].

Given my druthers, I’d prefer that we did away with genre altogether. It’s a useful tool, to be sure, but it’s also a tool that is leaned on far too much, far too often. Unfortunately, it’s not a very versatile tool and, when all you have is a hammer, everything tends to look like a nail. I get that without genre, all of the books would just be in one big section marked “fiction” and that some kind of sorting mechanism is necessary to find what you really want to read (or really don’t want to read, as the case may be).

However, genre doesn’t really do a good job when it is applied to marketing. By virtue of how the two are used in conjunction, the most generic books tend to float to the top. The truly interesting books take a little time to find their niche and fall out of the marketing by genre idea because they don’t exactly fit into the standard genre boxes. Ironically, looking for exceptions to the rules of genre tends to lead to exceptional works.

In the end, genre is a tricky thing that works perfectly at separating works by element, except when it doesn’t. The Player of Games is a great example of this. It contains spaceships and aliens but is in no way the poster child for either generic element and searching for it under those terms would be a fool’s errand. Critics might look down upon it because it is absolutely science fiction (and happy to be so) and they would prove themselves foolish if they did because it is the kind of book that critics hold up to indicate that science fiction and literature are not mutually exclusive. Which is as it should be.

 



[1] A Few Notes on the Culture by Iain M Banks.

[2] See also: Stephen King

Tyrannosaurus Stalin

Dystopias are always also utopias, just as hell always also implies a heaven. A blighted future is a warning, but it’s also a hope that the wrong-doers (if they do not repent) will finally, finally get theirs. Orwell’s 1984 broods luxuriously on the triumph of totalitarianism over all those who do not see as clearly as he. Suzanne Collins’ The Hunger Games revels in the voyeuristic exploitation bloodshed enabled by scolding us all for our voyeuristic exploitation jones. Disaster porn is — adamently, enthusiastically — porn, a sadistic/masochistic wallow in the end times. Grim visions are what we want to see; the rain of fire that scourges injustice — or, sometimes, that just scourges. Because scourging is fun.

Alun Llewellyn’s 1934 sci-fi dystopia, The Strange Invaders presents a particularly complex apocalypse — and, ergo, a particularly complex set of apocalyptic desires. The story is set in a far future earth, where a combination of nuclear holocaust and oncoming ice age have knocked humanity back to the middle ages. The action is centered in a factory town of the former Soviet Union, now a holy city, inhabited by a people called the Rus. The Rus worship a Trinity — Marx, Lenin, Stalin — who they only vaguely understand. Church Fathers rule over a military class of Swords, who keep the peasants in line scraping out a subsistence existence.

This already-quite-grim-thank-you world is plunged into chaos as nomadic Tartars begin fleeing to the Rus’ holy city from the South, seeking shelter. They claim to be pursued by giant, man-eating lizards. The Church Fathers at first don’t believe it (Marx said nothing about giant man-eating lizards!) and so order the Swords and the peasants to massacre the Tartars before they eat too much of the food supply. Soon after the deed is done, though,the saurians show up and set about killing just about everyone they can get their talons on. Finally, in a War-of-the-Worldsish stroke of luck, winter comes in and for some reason the in-all-other-ways evolutionarily perfect lizards are unable to sense the temperature drop soon enough, and go dormant, allowing the few remaining humans to slaughter them. This isn’t exactly a happy ending, though; humans are now trapped between the lizards to the south and advancing glaciers to the north, and while there may be a respite for our particular band of the Rus, humanity’s long-term outlook seems awfully dicey as the book closes.
 

 
In his book Colonialism and the Emergence of Science Fiction, John Rieder reads The Strange Invaders along a number of allegorical lines. First, he notes that it maps and reverses the traditional lines of imperialism; instead of a vigorous northern European invasion of the decadent Southern periphery, Llewellyn presents a vital South launching an attack on the decadent, etiolated north.

I don’t necessarily disagree with Rieder’s take here…but I think it’s important to take into account the fact that this is not just any north we’re talking about here, but Russia in particular. Obviously, the Cold War was not underway in 1934 — but Llewellyn (according to Brian W. Aldiss’ preface) had actually visited the Soviet Union, and appears to have had a better sense of its problems than many of his contemporaries. In any case, there’s no doubt that the northern weakness here is a particularized Russian weakness. The blind obedience to authority, the inflexibility, and the cruelty of the Rus is linked specifically by Llewellyn to Communism.

It was a tale often told, a moral often preached. They had sinned; all mankind had sinned. Marx from whom the world had received the blessing of the Faith had remade the world in a plan of Five years…. The faith had been wronged and the Destruction was the vengeance enacted. Therefore must the faith be honoured strictly by those that survived, and they must to that end give obedience unquestioning, surrender thought and spirit and body to their rulers who were guardians of that faith.

Rieder of course appreciates the satirical fillip (now perhaps rendered into almost a commonplace of anti-communism) of turning the resolutely materialist Marx into a deity. But he never quite links the Russian context to the discussion of peripheries. If one does so, the novel becomes a parable not so much of reversing center and margin, but rather of wars on the margins — of Russia, perhaps, being devoured by its own atavistic, subservient Orientalist weakness.

From this perspective, then, the saurians and the Russ are not in opposition, but are on a continuum. And in fact, there is a fair bit of textual support for the idea that the giant lizards are not the death of the Rus, but their perfection. The ideal of the Rus is unthinking obedience; direction without will. Adun, the protagonist, is caught between his human desires and his society’s demand that he become merely the tool of the Fathers — a kind of machine, like those left in the factory/church and worshiped. “The Fathers and the men they kept to uphold them were not to be questioned,” Adun thinks to himself. “Mind and body they commanded, as the Faith directed. He was nothing. He dared do nothing.” (18)

If Adun has to convince himself to become an object, the giant lizards have no such problems. As Rieder notes, the creatures “hover on the uncanny border between the organic and the mechanical.” In one of the most striking passages of the novel (which Rieder quotes), the creatures are envisioned as a depersonalized collective; a single coherent unity of force.

The plain, where it came down from the river, was alive with inter-weaving movement. They played together in the sun as though its brightness made them glad, running over and under one another, swiftly and in silence, but with an almost fierce alacrity, eager and unhesitating, unceasing. The eye was not quick enough to catch the motion of their rapid, supple bodies that seemed not to move with the effort of muscles but to quiver and leap with an alert life instinct in every part of them. They were brilliant. As he looked, Karasoin saw the play of colour that ran over those great darting bodies, a changing, flashing iridescence like a jewelled mist. Their bodies were green, enamelled in scales like studs of polished jade. But as they writhed and sprang in their playing, points of bronze and gilt winked along their flanks and their throats and bellies as they leaped showed golden and orange, splashed with scarlet. Now and then one would suddenly pause and stand as if turned to a shape of gleaming metal, and then they could see plainly its long, narrow head and slender tail and the smoothly shining body borne on crouching legs that ended in hands like a man’s with long clawed fingers; five.

This is the awesome fulfillment of Ronald Reagan’s “ant heap of totalitarianism.” Stalinism is here embodied not by the proletariat, but by those even below them, the lizards forged into a remorseless, infinitely flexible machine-state. The blind watchmaker forges the revolution, and thus Marxism for Llewellyn will literally, and beautifully, eat itself.

Again, though, just because the lizards are the ultimate totalitarians doesn’t mean that the humans are somehow battling totalitarianism. In 1984, Big Brother is schematically opposed to the human emotions of love, friendship, warmth, and sex. Llewellyn’s vision is less pat. Adun’s love, not to mention his sexual desire, does in fact inspire his resistance to the regime of the Fathers. But that resistance isn’t exactly idyllic. On the contrary, Adun’s passion for the hardly-characterized Erya is almost inseparable from his own pride and desire for power. At one point he threatens (and it is not an idle threat) to kill her if she chooses the captain of the Swords, Karasoin — a murder-lust echoed by his participation in the genocidal slaughter of the Tartars within the city walls. Eventually, Adun does win Erya…by murdering Karasoin after the Sword almost rapes her. Thus, the alternative to mechanized, unfeeling destruction is not love or peace, but rather the cthonic, feeling bloodshed of jealousy, rage, and rape-revenge.

Llewellyn is willing to suggest other possibilities. Erya, for example, has a vision of independence and freedom — though that’s eventually crushed by the ongoing crisis which requires her to get a man for protection or else. Karasoin, before he actually rapes Erya, is ashamed and decides not to attack her — just in time for Adun to hack him apart. And at the book’s end, Adun’s brother Ivan speaks haltingly of the need for men to stop killing each other…and then, of course, he dies of his wounds.

The novel’s flirtations with peace, then, are all cynically inflected; they are raised to be shot down in a frisson of pathos and irony. Both the lizards and the rape-revenge narrative, on the other hand, have a visceral, awful appeal. The beautiful, terrible new force which will inherit the earth; the beautiful, terrible old force that has held the earth: they rush upon each other, soundless or howling, and from their writhing, bloody struggle there rises genre pleasures, old and new — violence, lust, apocalypse, the cleansed earth and the pleasure of watching its filthy cleansing. The Strange Invaders is a bitter reversal of imperialism, a prayer for a more perfectly genocidal imperialism, and — to the extent that its vision is enacted on and powered by Orientalist tropes — arguably an act of imperialism itself.

The final twist of the novel is, perhaps, that, despite its prescient and honorable anti-Stalinism, its apocalyptic vision is ultimately not apocalyptic enough. The saurians, in all their awesome power, and the humans, for all their ugly narrow-mindedness, can neither compare with the power, the ugliness, or the narrow-mindedness of what can’t really compare with the atrocities Stalin was perpetrating while Llewellyn was writing his book. The gigantic force of the state, wielded by a jealous, paranoid madman, was able to generate a holocaust in the Ukraine, and throughout Russia, that makes Llewellyn’s bleak vision — shot through with beauty and with joy at the bleakness — seem positively naive. That’s not Llewellyn’s fault exactly, though. History, indifferent alike to justice and desire, will always be grimmer than dystopia.
 


“Passers-by no longer pay attention to the corpses of starved peasants
on a street in Kharkiv, 1933.”

 

Jason Dittmer on Captain Nowhere

Jason Dittmer recently published the book Captain America and the Nationalist Superhero: Metaphors, Narratives, and Geopolitics. I wrote a review (titled “Captain Nowhere”) at Reason Magazine. Jason had an interesting reply which was buried at the end of a long comments thread, and which I thought it might be worth highlighting here. Jason kindly agreed — and his response to my review is therefore reprinted below.

Hello all,

I would like to thank Noah Berlatsky for his review, which although critical raises some interesting points. I especially like some of the debate that it has spawned in the comments thread, especially on the relationship between states and markets. However, I do feel like a bit of an injustice has been done to the arguments of my book and I would like the chance to respond.

First, Berlatsky argues that I have ignored the two main reasons for studying popular culture, both of which revolve around the idea of relevance. Either something is worth studying because it is aesthetically important, or because it is ‘sociologically relevant’ (meaning vastly popular). The former is, of course, a matter of taste and therefore inserts an elitism into the analysis (we should only study GOOD popular culture) and the latter relies on the notion that audiences will be shaped by the popular culture in question (hence the importance of the audience size). Berlatsky implicitly adopts the latter perspective in his argument that I should be paying attention to the Captain America movie rather than to comics, which have a relatively small audience. I reject both of these arguments. Or rather, I think that to limit ourselves to them is to misunderstand the reasons it is worthwhile to study popular culture.

Rather than relying on relevance, I have studied comic books because of the way in which they come into the world — month after month, year after year. They provide an archive of insights into how artists and writers try to reconcile past events and (then) present concerns into a continuous narrative (there is, of course, a great concern with ‘continuity’ in superhero universes). In truth, I am interested in popular culture not as a thing which can be ‘relevant’ or not, but as a process — a continual set of interactions between creative teams, editorial staff, fans who write letters in to the creative team, and broader market forces. I am sorry if Berlatsky finds my examples ‘comically banal’ but I think that is because he doesn’t see why they are important. He sees them as ‘long-forgotten'(and therefore fundamentally irrelevant) but I see them as negotiations among people trying to assemble a world of collective meaning. Many of the commenters here, based on Berlatsky’s review, seem to think that what I am offering is a crude cultural analysis straight out of the Frankfurt School. I contend this is not the case, and that my argument is far different from the synopsis given here.

Fundamentally, my book is about two different kinds of geography (a word that never appears in Berlatsky’s review despite its fundamental importance to the book).

First, it is about the geography of the nation-state, and the way in which this is reproduced as a fundamental spatial category in our political life. Berlatsky scores rhetorical points in his review by asserting that I am somehow unaware of the politics that occurs outside or beyond the nation-state framework. I think this shows how fundamentally he misunderstands what I am doing in this book.

The book is, rather, about the way in which the nation-state is continually reproduced as a discourse of the political, and therefore also about the reduction of politics to that which is addressed by the state. My chapters each center on some aspect of this: the narration of a coherent body politic, of territory, of geopolitical orders, and so on. I am not holding up the state as an ideal, rather I am asking why so many people ascribe such meaning to it – a perspective I think Berlatsky would agree with given the conclusion to his review.

The second geography on tap in this book is found in the way the idea of the nationalist superhero genre is changed as it shifts from the U.S. context (in which it was created) to Canada and the UK. Again, this is about studying process rather than finding out how, for example, Canadian nationalist superheroes are different in the sense of cultural analysis. Berlatsky does not really touch on this aspect of my book.

I have gone on long enough and I do not want to wear out my welcome. I also do not want to come across as angry at Berlatsky — perhaps his misconceptions about my book are the result of my poor writing, or indeed maybe it is as laughable as he makes it out to be. But I wanted to a chance to make the case for the book, especially as Reason is such an interesting and important venue for the book to be reviewed. Thank you!

 

It’s Comics Versus Art, (at least according to comics)

Comics Versus Art

by Bart Beaty

University of Toronto Press, Scholarly Publishing Division, 2012

Its tempting to split up a review of Beaty’s book, Comics Versus Art, into a series of examinations of its individual chapters. Many of Beaty’s arguments are so relevant to the discussion of comics and wider culture that they deserve their own posts. More devilishly, its equally seductive to make a laundry list of his most controversial claims, just to see if they could nudge the Lichtenstein conversation out of its current emotional stalemate.

Either approach would be easier to write than an evaluation of the whole: Comics Versus Art is an ambitious but uneven chronicling of the diverse historical frictions between the two fields, including but not limited to pop-art appropriation, comic’s belittlement as nostalgic/primitive ephemera, and cartoonists’ ready cooperation with ‘art world’ prejudices.  Beaty is a firebrand and much-needed documentarian, and his book is an invaluable contribution to this discussion. Through an interweaving of many rewarding tangents, he often succeeds at elucidating, even correcting, accounts of art-comics friction through a fair examination of each case’s larger context, even if some of his dramatic conclusions are shakily reached or unearned. Comics Versus Art is far from a manifesto of why comics should or should not be art. Without being vehement or trite, the book is quite damning in its examination of the petty status games that occur at the border between these worlds.

Comics Versus Art is comprised of nine different “case-studies.” The first chapter is especially worth summarizing, as it examines several different definitions of comics, and how these definitions, particularly Scott McCloud’s, have exempted comics from art history. While most definitions of comics have been essentialist, (focusing on recurring characters, thought balloons, or moral narrativising as central components, depending on the theory,) McCloud’s formalist definition is open enough to abduct and rename other phenomenon as “comics,” while it rejects several examples widely accepted as comics, (Dennis the Menace, for example.) While McCloud’s proponents are happy to re-envision Trajan’s Column as a comic, (and couldn’t care less about Dennis the Menace, perhaps,) the rest of the art world remains indifferent; as a freak, isolated case of comics, the column’s new branding doesn’t have nearly the historical interest as it’s status as imperial propaganda. More importantly, ‘comics,’ ‘children’s books,’ and ‘artists’ books’ are only distinguished by their audiences. At this point, Beaty introduces an institutional definition of comics, borrowed from Arthur C. Danto, George Dickie and Howard Becker’s theories of an “artworld.” Loosely, comics are whatever the human members of the comics world (including but not limited to producers, critics and consumers,) deem to be called comics. This theory fails even more spectacularly in establishing borders with children’s and artist’s books, but that’s somewhat the point, and at least it’s honest about it: Becker writes that “‘art worlds typically have intimate and extensive relations with the worlds from which they try to distinguish themselves.’” Problematically, this theory has no way of pinpointing why or what about comics makes them a social nexus, (perhaps, by the centrality of recurring characters in comics, people really do gather around commercial franchises rather than their formal attributes.) Beaty does good work here in positing a parallel comicsworld, but the definition is tautological and directionless, and doesn’t quite address where this would overlap with an artworld anyhow. Moreover, Beaty doesn’t develop the comicsworld theory beyond this point, and only occasionally reintroduces it in further chapters. He also doesn’t cover any of the historical evolutions in the definition of ‘art,’ contextualize how Danto and co.’s definition interact with these, or how it can be expanded past a truism. This unbalance plagues most of the book, where Beaty uses a limited range of analytical approaches to draw his conclusions, and doesn’t apply these tools strictly enough to spawn ideas past his original biases.

Beaty misses the opportunity to develop the institutional theory with the next chapter, which details the gendered power dynamic underlying the Lichtenstein appropriation debate. This study could have benefited from a closer look at the sub-worlds at play: much of the art-world initially rejected pop-art for its association with low-brow cultural forms, and only gradually began to recognize Lichtenstein’s work as worthwhile. This in turn would have clarified Chapter 6, where Beaty erroneously concludes that Gary Panter’s featuring in Blab! and Juxtapoz magazines, and creation of a vinyl art toy, signals his acceptance by the art world at large. Panter’s luke-warm reviews by Artforum, one of which is included in the book, are slightly better than the New York Time’s treatment of another comics luminary decades earlier, Bernard Krigstein, who is instead framed by the book as an artworld failure.

Despite this, Beaty’s arguments have an commonsensical ring of truth, which he occasionally goes out of his way to justify. On Lichtenstein, Beaty frames the case study with discussion of Nietzschean ressentiment, defined as “a tendency to attribute one’s personal failures to external forces.” This is a little overkill, where simply using the word ‘resentment’ could have done the trick, as Nietzche’s philosophies are not mentioned elsewhere in the book. However, Beaty is on the right track:

When, for example, Clive Phillpot offhandedly dismisses the possibility that works of comics might be classified as artist’s books, the division between forms is presented as a self-evident commonplace barely requiring elaboration or argumentation. By contrast, the pent-up aggressive feelings towards the world of fine arts that characterizes many cartoonist’s ressentiment can become an all-consuming passion that threatens to poison their work with an easily diagnosed bitterness.

It is a breath of fresh air to have the emotional dynamic of the Lichtenstein debate not only included in its context, but considered the heart of the conflict itself.  In this case, he also studies how, evidenced by critics of the time, comics and kitsch were increasingly cast as feminine, while pop-art’s appropriations ‘masculinized’ camp that had been enjoyed in earnest. “Pop art, therefore, was a threat because it absconded with the one element that comic book fans assumed would never be in question: the red-blooded American masculinity that informed war and romance comics alike with their rigid adherence to patriarchal gender norms.” It is gender critique, not institutional theory, that becomes the lifeblood of Comics Versus Art, and provides a continuing thread through the other case studies, something that will fly in the face of readers not prepared to understand how certain behaviors and attitudes are routinely cast as ‘masculine’ and ‘feminine’ throughout history. Beaty writes,

The validation of the comics form, which is an essential aspect of fannish epistemology, can take many paths. One of these paths would be the outright rejection of the conservative basis of much of modernist art history, with its conflation of masculinity, artistry, and genius, and the adoption and promotion of new aesthetic standards that would recognize the importance and vitality of feminized mass cultural forms. Another, far less revolutionary, route would be a capitulation to the dictates of modernist art history and the nomination of a select few cultural workers to the position of Artist or Author. In the wake of pop art, it was this latter approach that was most commonly, and effectively, utilized by comics fandom, as they worked to export the idea of the comics artist beyond the limitations of the comics world.

Beaty extends this to comics content, where the industry tends to reward subject matter that reinforces gender tropes, either those of hyper-masculine heroism, or the imagination of the isolated, tragic genius, what critic Nina Baym calls “a romanticization of the straight, white male subject as the object of societal scorn.”  The most successful cartoonists play into the art-world’s existing stereotyping of cartoonists, and behaving like primitive, ( R. Crumb,) or pathetic, (Chris Ware,) versions of the Romanticized genius. Ware is treated as a synecdoche for the current status of contemporary comics, where his savvy use of draftsmanship, nostalgia, self deprecation, and an attitude that is “willfully ironic about the relationship between comics and art in a way that serves to mockingly reinforce, rather than challenge, existing power inequities,” make him the kind of artist that “if Chris Ware did not exist, the art world would have had to invent him.”

Comics emerges less as a victim of art than of its own, unintentional self-sabotaging, and its refusal to grow and celebrate itself on its own terms. Mainstream and alternative comics’ insecurities over their belittlement (better, feminization,) by both Romantic/conservative and contemporary art frameworks cause them to miserably ape ‘high art’ conventions, establishing canons and idolizing masculinized genius-creators.  Even when the artist doesn’t paint himself according to the genius archetype, (Charles Schultz’s optimism and transparent mercantilism, for instance,)  he can usually be reconstructed to fit it– while those outside the comics world tend to recognize Peanuts as a sweet, nostalgic, family franchise, fan-critics instead emphasize a tragic and masculinized reading. One great example lies in comparing Fantagraphic’s conneuseurist The Complete Peanuts, with their unsettling, somber jackets,  to the fabulously popular Peanuts paperbacks from decades before, such as Happiness is a Warm Puppy.

While not revolutionary, Comics Versus Art’s greatest service is to document these dynamics, attitudes and interactions between comics and art, so that they can be read against each other, and found in one place. It’s greatest crimes are its most obvious omissions–like the development and role of comics museums, conventions and festivals, and the erasure of the Terry Zwigoff’s Crumb, (now included in the Criterion Collection,) in the biography of the artist. Most unforgivably, Beaty omits the history of ‘deskilling’ in the art world, how deskilling inspired the institutional theory Beaty employs, and how it is an unmissable component of the artworld and the comicsworlds’ mutual dismissals of each other. Compared to that, his zany, unsupported claim that McCloud has distanced the comics and art worlds, rather than bring them closer together, is amusing, and his haphazard braiding of information, where certain lines are suddenly dropped, only to be weaved back in, only mildly frustrating. Comics Versus Art was a gargantuan project for one scholar to undertake, its faults are expected along those lines, and the book is self-consciously a testament to the fact that there are too few critics working on such a crucial, cultural  history.  In any case, Comics Versus Art is a great groundwork for future discussion, and a fiery read.

Music for Middle-Brow Snobs — Like a Motorway

Electronica dance pop mix; download Like a Motorway here.

1. Lothario — Fabulous Diamonds
2. Amenamy — Purity Ring
3. Cry When You Get Older — Robyn
4. Far Away — Cut Copy
5. Vanished — Crystal Castles
6. Hercules Theme — Hercules and Love Affair
7. The Village — New Order
8. Silent Shout — The Knife
9. Hot Topic — Le Tigre
10. Like a Motorway — Saint Etienne
11. Dance With Me — The Juan Maclean