Born This Way

“Who’s your favorite mutant, professor?”

If you’re going to teach a college course on superheroes, it’s a question you should be ready to answer. I wasn’t. My first thought was Lady Gaga. Artpop wasn’t out yet, so I must have been thinking about the human-motorbike cyborg of Born This Way. But instead I rattled off something about Magneto (his rare, bookworm incarnation adorns my blog). Now I’ve got a better answer. My favorite mutant was the first of them all:

The Night Wind.
 

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Never heard of him? You’re in good company. He stopped adventuring in 1919, three years before his out-of-work creator shot himself. He premiered forty years before Stan Lee first and most famously attached the biological term (already an evolutionary staple of post-Hiroshima scifi) to the world of superheroes.

In fact, “mutant” is so Marvel, I’m hesitant to use it outside their multiverse. I remember the narrative nausea my adolescent self felt when DC buckled under the popularity of X-Men and shoehorned their first “mutant” into Teen Titans. It was 1984, and Ex-Marvel writer-editor Marv Wolfman must have forgotten he’d switched employers (again). It didn’t help that the character was a joke, a mute mutant (is that a pun?). I had to google his name (Jericho) and his powers (mind control?), but remembered his dorky blonde curls all too well.

Not that Stan Lee’s first use of the term was impressive either. Two years cranking out his silver age pantheon (Fantastic Four, Hulk, Spider-Man, Thor, Iron Man, Dr. Strange), he hit his limit for origin stories. So the 1963 X-Men, “The Strangest Super-heroes of All!,” were all Born That Way like Lady Gaga.

As Professor Xavier professed in the first issue: “You, Miss Grey, like the other four students at this most exclusive school, are a MUTANT! You possess an EXTRA power . . . one which ordinary humans do NOT! That is why I call my students . . . X-MEN, for EX-tra power!”(Lee had one more origin story in him: Daredevil was hit by a radioactive truck the following year. Which pretty much proves the point about creative exhaustion.)

Alias “The Night Wind” crawled out of the primordial pulp goo of The Cavalier magazine way back in 1913, six months after Tarzan of the Apes set the new standard for superhuman adventuring. Like Superman, Bing Harvard, A.K.A. the Night Wind, had no problem tying “bow-knots in crowbars.” But instead of crashlanding from Krypton to be reared by mid-western farmers, or shipwrecked from aristocratic England to be reared by anthropoid apes, Bing was a foundling reared by an American banker.

He also possesses “a wonderful, God-given strength,” which was his “birthright,” what “his unknown father and mother had bestowed upon him as an inheritance.”

Peter Coogan terms him an “anomaly.” That’s a pretty good synonym for “mutant,” but the superhero scholar is talking genre tropes, few of which the character fits. I photocopied an excerpt for my class, and someone said it read like a supervillain origin story. Hard-working orphan framed for embezzlement turns his powers against the powers that be.

It’s true, Bing breaks the wrists of any cop who tries to arrest him, but after he clears his name (with the help of a lady cop who later marries him), he settles happily into law-abiding domesticity. The truly anomalous gene in the series is the never-solved mystery introduced in its opening chapters:

Who are Bing’s parents?

Jericho, it turns out, is the son of the villainous Deathstroke, his powers the product of biological experimentation done on his father. All those Marvel mutants can be traced back to Celestial tampering in the gene pool millions of years ago. But Bing? Frederick Van Rensselaer Dey (writing as his alter ego Varick Vanardy) didn’t care. Dey had cranked out Nick Carter dime novels for decades, but the Night Wind peters at four. The fact is frustrating, but even if I could sit down with Frederick over coffee in Dr. Doom’s time-travel machine, I’m not sure I would steer him any differently.

Bing’s real superheroism is only visible when you step out of the time machine and wander the nineteen-teens awhile. As a historical researcher, my first mistake is always the same. I assume past cultures are just like us, only in funny clothes. But immerse yourself in the period (I recommend the New York Times online database) and you realize you’re looking at a planet more alien than Krypton.

I always give my Superhero students a crash course in eugenics, a term, for those who’ve ever heard it, they associate with Nazi Germany not homegrown America. Where did the idea of killing the genetically unfit come from? Forget Auschwitz. The American Breeders Association of Cold Spring Harbor, Long Island recommended installing a gas chamber in every town in America.

This was 1911. Two years before the Night Wind started snapping police wrists. The Breeders’ other recommendations (immigration restrictions, racial segregation, interracial marriage ban, sterilization) became law as Dey was writing. Back then everyone simply knew the human race would devolve if Aryan supremacy wasn’t maintained. That was just common sense. That was the alien air everyone was breathing.

So if you were a recent immigrant, if your parents weren’t Anglo-Saxon, if you weren’t from good reliable Protestant stock, you were probably unfit. Genetic traits in those days included just about anything: poverty, promiscuity, feeblemindedness, criminality. Your parentage defined you. The cop who frames Bing says it all:

“Who are you, anyhow, I’d like to know? It ain’t nothin’ out uh the way that you should be a thief. I guess you inherited it all right. It’s more’n likely that his dad is doin’ time right now, in one uh the prisons, an’ his mother, too, maybe. It’s the way uh that sort. He don’t know who his antecedents was.”

Who was Bing? Who were his parents? Dey didn’t care. His hero was just born that way. And Dey blesses him for it. Literally. He declares his powers “God-given.” They’re not the result of eugenics movement’s so-called scientific breeding. He’s an accident, a genetic anomaly. He’s homo superior. Not the well-born superman eugenicists were obsessed with, but an up-from-the-muck mutant, defying the prejudices all of America was inhaling.

Dey was singing “Born This Way” a hundred years before Lady Gaga:

“I’m on the right track baby,
I was born to be brave.”

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Why Does Ignatz Throw from Right to Left?

KrazySundayIn an essay on Herriman’s Krazy Kat titled “The Gift”, Douglas Wolk notes that:

Everything from Herriman’s crabbed handwriting and batty phenotic spellings to his habit of showing Ignatz’s brick flying from right to left (against the flow of reading) to the way he constructs his panels and pages – with vistas so wide the eye can’t take them in all at once – means you need to slow down and be mindful of each element of his work to show how funny it really is.

Now, Wolk is certainly right that all of these odd characteristics of Krazy Kat interfere with a quick, superficial reading – one that merely looks ahead to the punchline. But might there be more going on?

KrazyPage1Anyone who has ever read a how-to book on comics – from How to Draw Comics the Marvel Way (Lee and Buscema) to Drawing Words and Writing Pictures (Abel and Madden) – knows that one of the first rules of action is that temporally extended events should be portrayed as moving from left to right. As a result, the different parts of the action – the release of a brick, its trajectory through the air, its impact on a cat’s head – will be read in the temporal order in which they occur (McCloud’s discussion of the passing of time within a panel in Understanding Comics is also of relevance here). So why does Herriman, more often than not, break this rule with Ignatz’s brick?

Now, there is an easy explanation: The depiction of the brick as flying from right to left goes against the rules of comics composition as we have know them. But it was Herriman, amongst others (including of course Eisner, McKay, etc.) who discovered and developed these rules, through decades of trial and error and aesthetic experimentation. So perhaps this particular aspect of the construction of action scenes in comics just wasn’t apparent or important to Herriman.

KrazyPage2While simple, this explanation seems unlikely. After all, Herriman was certainly a sophisticated enough practitioner of the comics art to realize that the right to left orientation of the flight of the brick would interfere with ‘natural’ reading. So why did he do it?

Here’s another, more theoretically interesting possibility: Depicting the brick as being tossed from right to left doesn’t merely slow the reader down. Instead, it highlights, in a sense, the artificiality of Ignatz’s act of violence. In drawing the path of the brick in this manner, Herriman is de-emphasizing this action as an action. After all, we don’t read Krazy Kat strips in order to find out how the big action sequence turns out each day – that is, in order to find out who wins the brick fight. Rather, the tossing of the brick is one of a number of uniform narrative ingredients that Herriman re-mixes, mashes, and rearranges in each strip. In de-emphasizing the action, Herriman also emphasizes the nature of the thrown brick as just one of a number of generic ingredients that go into a Krazy Kat strip (where, for these purposes, Krazy Kat is a genre unto itself).
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You can see the entire PPP Krazy Kat Roundtable here.

Dan Slott’s She-Hulk: Derivative Character as Meta-Comic

Marvel Comics’ She-Hulk is perhaps the most high-profile of their many female characters that are derivative of successful pre-existing male characters.  However, three decades since she first appeared in Savage She-Hulk #1, writers (especially John Byrne) have worked to develop the character into someone who is not merely a shadow of a male character with no defining personality or history of her own in titles like The Avengers, Fantastic Four and eventually her second solo book, The Sensational She-Hulk.  In fact, by the time Dan Slott got around to writing her solo title in 2005, the character’s winking reference to her own status as a comic book character became one of her defining features, and Slott developed this into a knowing and charming run, that while not free of problems, represents some of Marvel’s best output in the 21st century.

shehulk_20_largeAt the heart of Dan Slott’s run on what are referred to as She-Hulk volumes 1 & 2 (despite being the 3rd and 4th volumes of She-Hulk titles) is an alternately critical and nostalgic concern with the subjects of continuity and rupture in serialized superhero comic book narratives.  Slott uses the space of a marginal title that probably never sold very well to undertake a meta-narrative project that is as much enmeshed in the insularity of the mainstream comics world (what many people refer to as “continuity porn”) as it is a critique of such obsessions.

There is a sense of adult whimsy that really helps to keep this run afloat.  Some comics critics, like Jeet Heer, may claim that “superheroes for adults is like porn for kids” (in other words, a bad idea) or that it is time to abandon superheroes altogether, but I think Slott’s work here proves that wrong, as it eschews the self-serious attitude of typical post-Watchmen/Dark Knight “adult” superhero comics in favor of embracing the ridiculousness of the genre that is best appreciated by long-time fans who have learned to have a sense of humor about their beloved Marvel comics stories.  Aiding She-Hulk in this meta-project is Stu Cicero, who often seems to be a mouthpiece for Slott himself, though that kind of problematic direct voicing of the author’s position on the tradition of superhero comics is often skewered by the series’ afore-mentioned sense of humor.

Stu works in the law library at Goodman, Lieber, Kurtzberg & Holliway, where the majority of the action in Slott’s two She-Hulk runs occurs.  Jennifer Walters aka She-Hulk begins working at this firm that specializes in “super-human law” after losing her job as an assistant D.A. (all the times she helped to save the world left all the cases she tried susceptible to appeal as owing her their lives effectively prejudices all juries) and then being kicked out of Avengers’ Mansion for her irresponsible hard-partying ways. Her new boss’s insistence that she work in her civilian guise of Jennifer Walters means her identity as She-Hulk won’t compromise her cases.  Furthermore, her connections to the superhero community would be helpful in drawing new clients.

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As a law firm that specializes in trying cases involving superhumans, one of its greatest assets is the comic book section of its law library. The conceit in these series is that Marvel Comics exist within the Marvel Universe (something that has been established since the very early days­—Johnny Storm is shown reading a Hulk comic back in Fantastic Four #5 and the Marvel Bullpen has been depicted in various titles countless times), telling the “true” stories of the adventures of Marvel superheroes. Stamped by the Comics Code Authority, “a Federal Agency,” they are admissible as evidence in court.   Now, this is of course ridiculous.  The Comics Code Authority was never a federal agency, but even more absurd is the idea that comic books would ever be taken so seriously.  How could anyone expect the stuff depicted in comics between 1961 and 2002 to be internally consistent? How can anyone expect that everything printed in a Marvel Comic, down to the most obscure detail be made to jive with every other thing as to be of value in a trial or lawsuit?  But therein lies what makes this run of She-Hulk so great. The comic has a lot of respect and attention to the minute convolutions of Marvel Comic history—one might even go so far to say it has a reverence for them—while never forgetting they are just funny books.  The fun is in engaging with the stories to find ways as fans to make sense of it all (or just make fun of the fact that it doesn’t make sense), but not to take it all so seriously that you come off as if trying to argue a federal case from comic books.

bobillo-shulkieIt is with this conceit, tongue planted firmly in cheek and the ability to comment on the very kind of comics that She-Hulk is an example of firmly enmeshed into its narratives, that Slott is able to get away with a lot.  Foremost, among these things is to examine the role of sex and She-Hulk’s sexuality in her past and the way it has shaped views of her character. This is not free of problems and I am conflicted about how it is depicted, but it does not wholly undermine the project. While I appreciate the frank discussion of She-Hulk’s sexual appetites and the effort later to directly address and rehabilitate the adolescent approach to sex common to this whole genre of comics, there is a bit of slut-shaming going on and more than one gratuitous scene that is in line with the sexualized objectification of the She-Hulk character and her Amazonian voluptuousness. In other words, like many attempts at satire, this comic sometimes crosses the line into being what it seems to want to be commenting on. (But this is not just a problem with mainstream superhero comics—as much as I love Love and Rockets, I sometimes get the same feeling from Gilbert Hernandez’s work). It is for this reason that Juan Bobillo’s pencils seems to serve Slott’s series the best. It has a kind of soft rounded cartoony look that makes She-Hulk look a little chubby and cute in both her incarnations (more Maggie Chascarillo than Penny Century) and that gives the series’ whimsy a visual resonance. The rest of the artists on the series vary in their skill and appropriateness to the material and sometimes fall into the questionable range of Heavy Metal-like cheesecake.

275-fantastic-fourThe meta-fictional aspect of this She-Hulk run is one that has its origins in the first printing of her story, as the only reason she even exists is that Stan Lee, worried that CBS would use the success of The Incredible Hulk TV show to create a female version of the character, rushed one to print first in order to claim the trademark on her.  From her first appearance, she served a meta-purpose—not the purpose of a story that needed telling or that was even necessarily worth telling, but the purpose of protecting control of a brand. That first series—Savage She-Hulk (1980-82)demonstrates that in its weakness.  The Sensational She-Hulk, (1989-94) written and drawn in part by John Byrne is by most accounts a lot better. I have only ever read a handful of its issues (they are on what I call my “all-time pull list”), but one of the things that is notable about the series is She-Hulk’s tendency to directly address the reader, breaking the fourth wall, so to speak. She often acts as if she knows she is in a comic—but even more often than that she is frequently depicted in various forms of wardrobe distress. There is also a whole issue of Fantastic Four (#275—also written by Byrne) that centers around her efforts to stop a tabloid publisher (depicted, not coincidentally, to look like Stan Lee) from going to print with nude photos of the emerald giantess, taken from helicopter as she sunbathed on the roof of the Baxter Building.

While not part of her original conception, unlike her cousin Bruce Banner/The Hulk, Jennifer Walters/She-Hulk’s transformation seems to have a lot more to do with uninhibited sexuality and sexual appetite than with anger.  Sure, She-Hulk gets mad and smashes stuff, but since for the most part she can control her transformation and even prefers her She-Hulk identity and remains in it most of the time (for months or years at a time), anger has less to do with it than her desire.  Slott’s run on the title explores a key part of that desire—Jennifer Walters’s desire to escape her petite less assertive human form.   Jennifer Walters has the typical social inhibitions, especially ones that are used to deny ourselves pleasure and immediate gratification (for good or ill), while for the most part, She-Hulk has no such compunctions.

As such, the fact that She-Hulk engages in lots of casual sex becomes a defining part of her character and a conflict within the comic (her bringing home a string of men without proper security clearance to the Avenger Mansion for one-night stands is part of what gets her kicked out).  It is a problematic, but fascinating aspect—on the one hand, explicitly addressing sex and sexuality is something Marvel comics hardly ever do in a way that could be considered mature (and by mature, I don’t mean humorless—sex can and often is funny, absurd, irrational), but as I mentioned before it also falls into the trap letting sexuality overly define her character. At one point, she forced under oath to list all the people she’s slept with as She-Hulk (too many to actually list in the comic, instead the panels transition to the court reporter reading back a scrolling list) as opposed to how many she has slept with in her normal human identity (around three). It is this kind of stuff that undermines Slott’s work to establish her character as a formidable lawyer—not because we don’t see her solving cases and doing research, all the things trial lawyers do, but because her sexualization is always at the forefront no matter what else she is doing.

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Yet, despite this short-coming, Slott’s She-Hulk series tells some interesting stories and uses its self-awareness to explore some of the very troubling notions of sex and sexuality in Marvel comics that plague the title.  Foremost among these is a story revolving around a sexual assault case against the former Avenger, Starfox (not to be confused with the anthropomorphic fox video game character).

Even though Starfox was first introduced in the 1970s, he is definitely a character often associated with the 1980s.  In addition to his super strength and vitality and his ability to fly, his main power makes him, in the words of Stu Cicero, “a walking roofie.”  He has the power to calm people down, make them open to suggestion, “stimulate their pleasure centers” (whatever that means) and make them infatuated with him.  Starfox is a character, at least in his hey-day as an Avenger, who was often played for a laugh.  He was a libidinous lothario that the ladies drooled over and/or who constantly pursued them.  However, the nature of his power puts his appeal into a questionable zone.  What does it mean when your power influences people to want to sleep with you?  How is that really different from a roofie or being a mind control rapist like the Purple Man?  As a kid I never thought about it, but the adults who were writing the Avengers back in the mid-80s should have known better.

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Slott clearly does know better and uses the plot arc of Starfox being accused of abusing his power to put this explanation into the mouth of Stu Cicero.  Stu uses an example even folks not familiar with superhero comics should be able to understand: Pepe LePew—the horny skunk who is the Warner Bros. cartoon poster child for normalizing sexual assault through comedy.

Starfox’s dismissive attitudes to the allegation and his apparent lack of regret serves as a kind of stand-in for the stereotypical superhero comics reader, biding his time through “the boring parts” (women complaining about harassment and assault) and awaiting his eventual exoneration and/or escape to go on more salacious intergalactic adventures.  The victim’s testimony, however, leads to She-Hulk realizing that her own past tryst with Starfox may have been influenced by his power.  She tracks him down, and he gets his “exciting part”—a fight with She-Hulk wherein she kicks him in the nuts, but he is transported off-planet and out of reach by his influential and cosmically powered father (Mentor of the Titan Eternals – more ridiculous obscure continuity stuff).  It seems that even in the comic book world the powerful and well-connected can escape the consequences of their actions. But beyond that, the story works to underscore how superhero comics have a history of not following up with the actual consequences of the puerile sexual behaviors and attitudes that have long permeated the genre.  Later, it turns out that Starfox’s abuse of his power is a side effect of one of his evil brother Thanos’s schemes.  In that way, he is left off the hook for the ultimate consequences of his sexual violence.  He is allowed to remain “a hero” to be used by some future writer.  However, at the same time as a result of seeing the possible abuse of his powers first hand, he has Moondragon (a character with her own history of abusing her powers for sexual dominance) use her psychic powers to turn them off, so he could never do it again intentionally or inadvertently.

For some people, that last bit of retconning is what is wrong with superhero comes, but I love that kind of stuff.  There is a certain pleasure in reading a story that allows the actions of the past to stand, but recasts them in a way that takes into account a broader consciousness of the societal meaning of those actions.  In this way, those old Avengers issues with a skeevy Starfox still exist, but now we know that skeeviness was not “heroic.” It allows the reader to correct his or her interpretation of the past, not by convincing us that how he acted in the past was acceptable (or just part of the time in which it was produced and thus excusable), but by reinforcing that it wasn’t.  Sure, ideally I may have liked Starfox to have turned out to be the kind of douchebag that he seems to be without any caveats (I never liked the character), but at least now some writer who insists on using him has an excuse for his powers not working the same way anymore.

shulkie-7Of course, serialized superhero comics being what they are Starfox’s history remains in an ambiguous space.  Everything that happens in these She-Hulk issues could be ignored by a future writer, and Slott seems to have written the series with the knowledge that he was toiling in a sort of bubble within the Marvel Universe. He puts words to that effect into Jennifer Walters’s mouth (and there is a new She-Hulk series starting in February, so we’ll see if that’s the case).  But this willingness to grapple with comic book continuity (and an apparently frightening knowledge of it and its inconsistencies) is part of what makes the comic so compelling.  Yes, on one level it appears to be more of the insular continuity obsessed dreck that weights down too many titles and definitely Marvel’s big “event” series, but rather than take it seriously, Slott brings the discrepancies and ethical slips to the fore as a way to invigorate his stories with pleasing ambiguity. The inclusion of material comics within the comic narratives lets those ambiguities exist as the seeds of possibility rather than mistakes to be fixed.  Peter Parker profiting from his constant defrauding of Daily Bugle publisher, J. Jonah Jameson, the fact that half the beings in the universe were killed by Thanos (and later brought back), the existence of Duckworld, cosmic beings like the Living Tribunal, the contradictory fates of the Leader, and following up with undeveloped characters and stories that have their origins in crap like Jim Shooter’s Secret Wars—all of these things are explored in Slott’s She-Hulk series not with the pedantic obsession of the stereotypical comic nerd, but with good-natured humor and critical nostalgia.

Another aspect of the series that works in its favor (and that has often worked in the favor of some of the best superhero titles) is its strong supporting cast—fellow lawyers Augustus “Pug” Pugliese and Mallory Book, “Awesome Andy” (formerly the Mad Thinker’s Awesome Android) as a general office worker, Two-Gun Kid (the time-displaced former Avenger cowboy) as a form of bounty-hunter/bailiff, Ditto the shape-shifting gopher, comic book-obsessed law library interns, and Southpaw, the angsty teenaged super-villain granddaughter of one of the firm’s partners all serve as interesting companions and foils to She-Hulk. In addition there is a whole range of guest appearances ranging from Hercules to Damage Control to The Leader to a then dead (and later returned) Hawkeye.  She-Hulk seeks to embrace, rather than obfuscate, the over-the-top and often incoherent mess of the Marvel Universe.

It is impossible to put myself in a position of someone unfamiliar with the history of the Marvel Universe to know if She-Hulk is the kind of series you can enjoy without that deep knowledge, but I think you can even if you have just some knowledge—even just a passing familiarity with the tropes of the superhero genre would be sufficient (as it is sufficient for an appreciation of something like Alan Moore’s Top Ten). Like any other valuable work, from Shakespeare’s to Junot Diaz’s, knowledge of its many allusions and references improves and deepens comprehension, but is not wholly necessary. Ultimately, the crazy details, characters and events of past stories that Slott dredges up are so absurd and contradictory that for all we know as readers they could be made up on the spot.

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Whatever the case, Dan Slott’s She-Hulk is the kind of series that is probably best for long-time fans of Marvel Comics, who still look back fondly on its stories and characters, but have grown up enough to admit their absurdity and their reflection of problematic attitudes. Yes, She-Hulk exists within the skein of the Marvel Universe, and thus may be an example of what Lauren Berlant would call “cruel optimism.” This is when ”the object/scene of desire is itself an obstacle to fulfilling the very wants that bring people to it”—the “scene of desire” in this case being an entertaining and adult superhero comic book immersed in its convoluted continuity—as what there is to work with often recapitulates the very problems the reworking is trying to overcome. And yes, there is not much creators can do within that skein to make lasting change to an editorial approach and historical context that reinforces the social attitudes that makes She-Hulk “a skank” while Tony Stark is a “playboy.” But Slott’s work does work to question those attitudes in an explicit and entertaining way, even if when it comes time to answer them (like in the panels above)  suddenly Zzzax strikes again.

Prehistory of the Superhero (Part 8): A Farewell to Capes

Art by John Romita,Sr, and Mike Esposito

When I was a child, I spake as a child, I understood as a child, I thought as a child: but when I became a man, I put away childish things.– Paul the Apostle,1 Corinthians 13:11

Over the past seven chapters of this series, we have traced the evolution of the superman from the eighteenth century up to 1938 and the coming of the Superman comic book character: our history stops there, as the comic book medium was soon awash with superheroes, and would remain so until the present day.

Indeed, it is depressing to note, the commercial comic book is overwhelmingly dominated by the superhero at the expense of other popular genres. And the comic book superhero is at present – by  consensus of its aficionados – in a state of decadence.

We’ve seen , with the death of the dime novel, of the newspaper serial and of the pulp magazine, how entire pop media can shrivel away. The comic book magazine may be fated to join these dinosaurs in extinction.

 

If it is, I doubt it will take the superhero with it. Hollywood and the electronic game have claimed this king of the four-color pamphlets. As pointed out in previous chapters, the superhero existed before the comic book, and will continue to exist after. It is a kind of contemporary archetype that resonates with twenty-first-century psyches, not necessarily in a laudable way.

The superhero is a vehicle for power fantasies. That is far from news, of course. And there are other character types that also cater to the reader’s craving for wish fulfilment; tales of business tycoons, brilliant inventors, heroic revolutionaries, boy wizards, femmes fatales, genius detectives, and ugly-ducklings-turned-superstars abound. But the superhero strikes one as being uniquely unhealthy due to the nature of its particular power dream.

When I was a small child — say around eight years old — my favorite superhero was Superboy. Part of his charm lay in the simple pleasure of identification with this kid (like me!) with wonderful powers — a not unwholesome fantasy.

However, consider the cover picture below:
 

Art by Curt Swan and George Klein

 
What does this image tell me about my childhood proxy? He’s alone, unjustly reviled by society (his own parents turn on him), despite his clear superiority to the rabble. Now, the illustration is obviously an exaggeration made to serve one transient story — but it’s the kind of exaggeration that would resonate with a child.

Powerless and dependent, a child craves nothing so much as agency and autonomy. His world is entirely out of his control; he is told to clean his room, finish his homework, stop talking back. Ah, but little do they know of his secret life as a superhero!

The superhero is thus an expression of resentment that the child co-opts. Other negative sentiments it expresses include anger, acted out vicariously by the systematic use of violence to solve all problems.

These ‘bad’ feelings, though, can of course serve to empower a child psychologically. I’m more worried at the persistence of superhero fantasies in the adult. Fictional superman revenge fantasies, as Gramsci pointed out, were one of the roots from which Fascism grew.

Most children tell themselves stories in which they figure as powerful figures, enjoying the pleasures not only of the adult world as they conceive it  but of a world of wonders unlike dull reality. Although this sort of Mittyesque daydreaming is supposed to cease in maturity, I suggest that more adults than we suspect are bemusingly wandering about with a full Technicolor extravaganza going on in their heads. […]Though from what we can gather about these imaginary worlds, they tend to be more Adlerian than Freudian: the motor power is the desire not for sex (other briefer fantasies take care of that) but for power, for the ability to dominate one’s environment through physical strength […]

Gore Vidal, The Waking Dream:Tarzan Revisited

I’m not necessarily referring to adult comic book fans, either; the enormous success of various superhero movies shows that this figure resonates strongly with the public at large.

No, I doubt that the continuing allure of the superhero will lead to more vigilante ‘justice’, or to a resurgent  Fascism. But it is time for one adult reader and comics lover to say goodbye: me.
 

Art by Neal Adams. An even more self-pitying version…

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As for the superman, he has in recent years taken a new guise, in the movement popularly called transhumanism.

Transhumans — also called post-humans– are postulated future beings of human origin “whose basic capacities so radically exceed those of present humans as to be no longer unambiguously human by our current standards”, according to the World Transhumanist Association. The latter also defines transhumanism thus:

  1. The intellectual and cultural movement that affirms the possibility and desirability of fundamentally improving the human condition through applied reason, especially by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities.
  2. The study of the ramifications, promises, and potential dangers of technologies that will enable us to overcome fundamental human limitations, and the related study of the ethical matters involved in developing and using such technologies.

Transhumanists foresee humans benefiting from radically extended lifespans (possibly even immortality), direct mind-machine interfaces, astonishingly high intelligence, perfect control of body processes…an entire laundry list of (so far) wishful thinking.

From the transhumanist site euvolution

 
Eventually transhumanity — whether the whole of the human race uplifted, or a tiny elite — may, in this scenario, slip the contingencies of existence and attain godhood.

One Christian author had foreseen such Luciferian hubris, and named it that hideous strength, in the book of the same title:

The time was ripe. From the point of view which is accepted in Hell, the whole history of our Earth had led up to this moment. There was now at last a real chance for fallen Man to shake off that limitation of his powers which mercy had imposed upon him as a protection from the full results of his fall. If this succeeded, Hell would be at last incarnate. Bad men, while still in the body, still crawling on this little globe, would enter that state which, heretofore, they had entered only after death, would have the diuturnity and power of evil spirits. Nature, all over the globe […] would become their slave; and of that dominion no end, before the end of time itself, could be certainly foreseen.

C.S.Lewis, That Hideous Strength (1945)

While the memory of last century’s racial atrocities endures, let us not be too quick to abandon mere humanity.

Resist the temptation of the superman.

Eric Berlatsky on Queerness and Krazy Kat

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Eric had a great comment on Adrielle’s post, so I thought I’d reprint it here.

Noah, when I did a survey of Krazy Kriticism some 5-7 years ago, there wasn’t very much gender/queer stuff, though certainly Krazy’s gender ambiguity were mentioned. My guess, though, is that there is more of that out there now as comics criticism has ramped up in academic circles. I definitely tried to explore that (and the racial elements) in my classes on Krazy. Most interesting to me is how the instability in these “social” areas are reflected by the instability of the settings, backgrounds, etc. of the strip. Everything “behind” the characters is constantly changing and in flux without any rhyme or reason. “Instability” seems to be the watchword of the strip, with the possible exception of the “solidity” of Ignatz’s brick itself. I think M. Thomas Inge talked about the whole strip as a battle between imagination and materiality (Krazy imagines Ignatz loves her, so there is nothing he can physically/materially do to overcome that notion). Inge talks about this, and then that seems to apply to so much of the “comics canon” (to bring things back to the Eliotic realm). Snoopy’s imagination, for instance, vs. Charlie Brown’s “real life” of disappointment and misery. Obviously, Calvin and Hobbes is about the transcendence of the imagination, etc. Even (many/most) superhero comics are all about the “power fantasy” vs. the reality of the disappointing secret identity. Of course imagination vs. reality is such a broad “theme” as to be legible anywhere and in anything. Still, it does seem like a powerful current in Krazy and in the comics canon in general. Things like gender and race then can be considered in that context. Is “gender” simply something we imagine, or is a bedrock reality? The same question might be asked of race, and, in fact, Krazy puts these things in conversation with one another. The earlier discussion about Herriman’s “race” and self-identification also feeds into this. Is there a “truth” to the question of Herriman’s race, or did he “imagine” himself into whiteness, etc. etc. These kinds of things make Krazy a fun strip to think about and talk about (also, the fact that it’s funny).

The whole Krazy Kat roundtable so far on PencilPanelPage is here.

Utilitarian Review 11/16/13

On HU

Featured Archive Post: Brian Cremins on representing music in comics with Gil Kane and Bob Dylan.

Annie Murphy on women and exclusion in comics.

Chris Gavaler on Thor vs. the Dark World of DC.

Ng Suat Tong argues that Michael DeForge needs better critics.

Caroline Small argued that comics criticism needs more critic-practitioners.

Kristian Williams talked about the morality of Watchmen, Fail-Safe, and Arendt’s Eichmann in Jerusalem.

Ng Suat Tong responds to Kristian’s post by asserting that Ozymandias is less of a bastard than John F. Kennedy.

For our first PencilPanelPage post, Adrielle Mitchell talked about Krazy Kat and the comics canon.

I talk about why I try to get women writers on HU.

 
Utilitarians Everywhere

On the Atlantic I wrote about

—Lily Allen’s crappy new video, the impossibility of parody in pop, and how you should buy Valerie June’s album.

Leigh Moscowitz’s new book, The Battle Over Marriage: Gay Rights Activism Through the Media, and assimilation as dialectic.

At the Dissolve I wrote about the mediocre political documentary Caucus.

At Splice Today I wrote about

—my son explaining conceptual art.

—a great documentary about bees dying off

 
Other Links

This is a really depressing piece about treatment of women in the comics industry.

Ariel Chesler on men’s reproductive rights and fatherhood (the linked Anna March piece is worth reading too.)

Danielle Paradis on Joss Whedon redefining feminism.

Our own James Romberger is an Eisner Award judge.
 

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Journey

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Journey is the latest game by Thatgamecompany and director Jenova Chen (best known for Flower). The story is very simple: you play an unnamed wanderer heading towards a mountain in the distance. While traversing deserts, caves, and mountains, you pass through the ruins of a once great civilization. Eventually, you uncover what happened to this civilization and reach your destination at the top of the mountain. There is no dialogue or text.

The simplicity is both a weakness and a strength. It’s a weakness in that the game – for all its beauty (more on that below) – is quite shallow. The game could be about faith, or science gone awry, or the inevitable rise and fall of civilizations, or an allegory for a single person’s journey through life, or it could be about none of these things. It’s a game that’s potentially about everything, which is the nice way of saying that it’s basically about nothing. Thematic muddiness is accompanied by minimal characterization or plot. But without a complicated plot or character relationships that demand attention, the game’s creators could focus all their attention on a wonderful visual and auditory experience.

If I had to describe the game in one word, it would be gorgeous. The sand shimmers in the sunlight as you surf down a dune. The pseudo-Arabic ruins cast ominous shadows. Giant stone centipedes “swim” through the sky while you try to avoid their gaze. And while you run, glide, or sand-surf through the levels, you’re always tempted to stop and admire the scenery.

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The soundtrack, composed by Austin Wintory, is a worthy companion to the visual design. It combines cello solos with more complex, New-Agey compositions, and the music adjusts dynamically according to the player’s actions. But it always returns to the main cello theme that represents the playable character.

The level progression is strictly linear, though each level requires some exploration and puzzle-solving in order to unlock the next level. The playable character can glide to move quickly and access hard-to-reach areas, but only if the player has absorbed energy from floating bits of paper. The controls are basic and the puzzles are relatively easy, but planning out the best way to complete a level – maximizing your time in the air without wasting your finite energy – will provide an extra challenge for experienced gamers.

Another great feature of the game – something that I didn’t think about until after I finished it – was the near total lack of violence. I don’t expect violence in puzzle or rhythm games, but epic adventure games are a different matter. It’s been a long time since I played an adventure game that didn’t involve shooting, stabbing, or punching a virtual enemy. This game is even less violent than Super Mario Bros., as there are no evil mushrooms to stomp on. There are a few monsters in the game, but your goal is to avoid them, not fight them. The standard fight/kill/loot dynamic is absent, and instead the player is just left to explore, unlock the next step in the level, explore some more, etc. In practice, this means that much of the game has a relaxed pace that may annoy gamers who prefer a sense of urgency.

But as much as I enjoyed the game, that enjoyment was all too brief. A thorough playthrough will take three hours at the most (though if you speed through it, you can be done in only an hour and a half). I’ve read other reviewers who’ve defended the length, saying a longer game would be unnecessary and you can always replay if you want more. And others have pointed out that it only costs $15. I find neither of these arguments to be persuasive. Sure, I can replay the game whenever I want, but what I actually want is more stuff that I haven’t played before. I want more levels, more puzzles, more sand-surfing … basically, I’m a greedy, demanding gamer. And for $15 you can get plenty games that last a hell of a lot longer than 3 hours.

Another problem is the multiplayer feature. While the game is designed as a single-player experience, other gamers will join your game as they play through the same areas (assuming your Playstation is online). There’s no verbal communication of any kind, but in theory you bond with the other players by exploring and completing levels together. I say “in theory,” because in practice the multiplayer is ruined by that one factor which always ruins a multiplayer experience: other people. The random players who join your game are mostly interested in beating the game and getting their trophies, not in forming a bond with a complete stranger. So the multiplayer boils down to someone who joins your game and then wanders off to do their thing while you do yours.

But as much as I love griping, I can’t complain too much. I’ve beaten it twice now, and I enjoyed it both times. I just wish that the combined length of both times lasted longer than a single afternoon.