Reviews of trade paperbacks of comic books (mostly Marvel), along with a few other semi-relevant comments / reviews.

08 January 2011

Promethea, Book 5

Collects: Promethea #26-32 (2003-5)

Released: August 2006 (DC / ABC)

Format: 200 pages / too much color / $14.99 / ISBN: 9781401206208

What is this?: Sophie is flushed out of hiding, allowing Promethea to finish her mission to end the world.

The culprits: Writer Alan Moore and artist J.H. Williams III

I really enjoyed Promethea when I started reading the series. Book One showed a lot of promise, exploring the novel (to comics) concepts of magic and reality using a context very similar to traditional superhero origins. The bloom was off the magic rose a bit in Book Two, as writer Alan Moore’s script became more concerned with dialogues about magic than with telling a story. Those dialogues essentially devolved into monologues in Books Three and Four, with any action or development50 shunted to the side in favor of philosophy, tarot, numerology, kabala, and other religious / magical matters. The presence of artist J.H. Williams III has been a mitigating factor in the decline of enjoyability of the book, but it couldn’t staunch my overall loss of interest. Frankly, if I didn’t finish Promethea soon, I was never going to finish it.

Promethea, Book 5 coverI was curious to know whether Promethea, Book 5 would be more like the earlier books or Books Three and Four. Fortunately, for all but the last issue, it’s more like Books One and Two. At the beginning, Sophie is in hiding from the authorities, afraid to let Promethea come out and betray her position. She has constructed a new life, has a new boyfriend, and generally seems to be OK in the fictional Millennium City, home to another of Moore’s ABC titles, Tom Strong. Strong, the perfect science hero, finds Sophie in short order after the FBI asks him to, and the plot begins.

Which is that Promethea will bring about the end of the world. Why? Because God or gods said so, although I don’t remember reading that command in any previous book, and the urgency of the command seems to come from nowhere. However, I’ll admit my memory might be hazy, and stick to the book at hand. … So Promethea flies to New York and by her very presence starts altering reality. Time is out of joint; people succumb to madness; the landscape transforms into a new, psychedelic skyline. In this post-9/11 world, the heroes have to put things right before the government nukes New York, while Promethea calmly goes about her job, talking to people while the disturbances that will end the world radiate from her.

The parts with Promethea are boring, however. She smiles, and talks, as the world falls apart around her. My interest was piqued by the efforts of Moore’s other ABC “science heroes” — including my favorite, Jack B. Quick — to forestall Armageddon. The Five Swell Guys, now down to four after 9/11, wrap up a Painted Doll loose end that was buried under Promethea’s magic quest in Books Three and Four. The Swell Guys’ and the Painted Doll’s scenes are the only ones that seem to have much life; most of the rest involves other characters being confused by everything while Promethea smiles. I will say Moore has the courage to pull the trigger on Armageddon — although after Watchmen, I’m sure no one doubted that — and he wraps up everyone’s stories in Promethea #31, the penultimate issue.

The final issue … man, I appreciate Moore was trying to do something big with #32, something memorable and possibly unique. And he gets points for that. But printing the final issue of Promethea so that the backgrounds would form two Impressionist-style poster portraits of the eponymous heroine doesn’t work out so well in collected form. There is a smaller version of the poster bound in the back of the book, so you can get the idea of what it looked like in the original. But reading each page in succession is an eye-throbbing chore that literally gave me a headache: orange and blue backgrounds, with yellow and navy line art and black, red, white, and blue word balloons is a painful, brainsplitting mess on the page. You might think that 32 pages of naked Prometheas would make up for part of that. You would be wrong.

And was it worth reading Professor Moore’s last lecture? No, not really. Moore uses #32 to sum up his arguments and make one last push at convincing the readers. It doesn’t work for me because once the story recedes and the message becomes obvious, I’m much more resistant to it. If it’s the background of the story, worked into the narrative, I’ll think about it and consider it … for at least the time it takes to read the story, if not longer. If the message is obvious, I read it as the same improbable parapsychological theories I’ve read and rejected before — as I did here.

Still, God bless Williams for sticking with Moore. This had to be a difficult task, illustrating a comic that is somewhere between metatextual criticism, magical doctrine, and a superhero story, but Williams is up to the task. He apes the styles of the other ABC artists — Rick Veitch, Chris Sprouse, and Kevin Nowlan, for instance — with aplomb, and as he has shown with previous books in the series, he can shift styles when the story demands it. I wasn’t convinced by the “realistic” style that envelops the characters as Armageddon hits, and that last issue doesn’t really work on the micro level, but Williams’s work is still the highlight of the book.

Unfortunately, Book Five is just not that enjoyable. If it hadn’t been the last book in the series, it would have been for me; there’s nothing compelling enough for me to want to read on, since I think I’ve heard all of Moore’s lecture. Fortunately, the story ran out at the same time my interest did.

Rating: America’s Best Comics symbol America’s Best Comics symbol (2 of 5)

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21 December 2010

Promethea, Books 3 and 4

Collects: Promethea #13-8 and 19-25 (2001-2, 2002-3)

Released: May 2003 (Book 3) and May 2005 (Book 4) (DC / ABC)

Format: 160 (Book 3) and 192 (Book 4) pages / color / $14.99 each / ISBN: 9781401200947 (Book 3) and 9781401200312 (Book 4)

What is this?: Sophie Bangs, embodying the legendary and semi-mythical warrior Promethea, explores the nature of reality, which isn’t as exciting as it sounds.

The culprits: Writer Alan Moore and penciler J.H. Williams III

To celebrate the week leading up to Christmas, the commonality of the books I’m reviewing this week is … penciler J.H. Williams III. And lesbians, I suppose. I’m not sure how that relates to secular or religious Christmas, but that’s what we’ve got.

In any event, I was going to write separate reviews for Promethea: Book 3 and Promethea: Book 4, but they are so similar I found it hard to think of a way in which I could write something different about them.

Promethea, Book 3 coverFor those of you who aren’t a big fan of symbolic journeys, please stop reading this review now and use your time more productively. If you read this, it will be a gigantic waste of your time, as the majority of both books is Promethea, controlled by college student Sophie Bangs, exploring the nature of reality and fiction, the divine and the profane, with a previous bearer of the Promethea identity. There’s a great deal of kabbalah, tarot, language of magic, numerology, and deities involved. Come to think of it, those things might be a red flag for some readers as well.

The symbolic, highly subjective landscapes give Williams a great deal of room for creativity, and he comes through with a number of excellent layouts that are both intriguing and eye-catching. They take more thought than most comic book panels to take in, with readers frequently having to stop and admire (or decipher) his double-page spreads. Although I usually don’t mention such things, colorist Jeromy Cox has a lot to do with the success of Williams’s art (as does inker Mick Gray). It would be easy to muddle or bury the pencils under bad inks or a bad color job, given the amount of detail on the page, but both come through admirably. Cox has an additional remit: Moore often uses a single color for an issue, and working with hues of blue or (the more difficult) red seems like a difficult challenge. Cox comes through with flying, er, colors.

As I mentioned, the detail and symbols in the art can stop the reader cold as they take it in. That normally could cause trouble for the story, which should flow without having to take breaks for art appreciation. Unfortunately — or fortunately, depending on how you want to look at it — there’s not much of a story here. There’s a lot of lecturing from Moore, but I’m not sure enough happens in the two books to fill an entire trade paperback. If you are fascinated by magic or cosmology or ancient mythology or philosophy, then this will not bother you. You will be able to sit back and drink in Moore’s explanations on how the universe really works, beyond the coarse world we see from day to day.

Promethea, Book Four coverFor the rest of us, however, it can get quite tedious. Moore is teaching the readers a lesson, divulging to us his personal philosophy, while the story of Promethea and Sophie’s development is dripped out to us without a lot of action to accompany it. For one book, that would be fine; for two — a year of comic book releases (or two, actually, since the book was delayed) — it’s a bit much. The bloom is off the rose of the book’s background details and jokes, such as the Weeping Gorilla and the city’s science heroes and mayoral difficulties (although I enjoyed Williams sneaking himself, his wife, and Moore into the foreground of a panel in Book 3). The replacement Promethea (a combination of a previous Promethea and Sophie’s friend, Stacia) provides the real fun of the book, but she’s on page far too little, even as she tries to wrest the title of “true” Promethea from Sophie. A simmering subplot emerges fully at the end, but still … it’s not enough.

I don’t know … I get the feeling I’m being too shallow. Moore is discussing the big questions of life, and I’m complaining about the lack of explosions and admiring the pretty pickchurs. But I know that no writer or text should be able to guilt me into thinking my interpretation is not worthy simply because I didn’t enjoy the “deep” message that was given unto me, so I’ll have to stick by my complaints. Besides, if you’re going to be didactic in fiction, it’s usually more effective to use the fiction as the candy coating to make the teaching go down more easily; Moore melts all but the thinnest patina of sweet, sweet plot before handing us the philosophy.

The art sure is pretty, though; until I read these books, I had no idea the J.H. Williams everyone was drooling over in Batwoman was the guy who had illustrated Promethea. It should have been obvious, really; innovative layout, occasionally confusing flow, with lovely drawings that lend themselves to expressive and inventive uses of the color palette. It’s the same M.O., even down to the strong female protagonist who likes to hang around with other strong females while being hunted by female antagonists. Looking at Wikipedia, it appears Promethea and Batwoman’s run in Detective Comics are Williams’s two longest runs in his comics career, which began in the early ‘90s.

It’s fortunate, though, that the plot gets going again at the end of Book 4, making it virtually certain that readers (myself included) will have interest in finishing the series’ final volume, Book 5. Since I enjoyed the more plot-heavy Book 1 and Book 2, I’m still looking forward to the finale, in spite of Moore’s philosophies and only partially because of the art.

Rating: America’s Best Comics symbol America’s Best Comics symbol (2 of 5 for both Book 3 and 4)

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31 March 2009

Promethea, Book 2

Collects: Promethea #7-12 (2000-1)

Released: February 2003 (DC / ABC)

Format: 176 pages / color / $14.99 / ISBN: 9781563899577

What is this?: In v. 2, Sophie learns more about Promethea and magic and strikes back at her tormentors.

The culprits: Writer Alan Moore and penciler J.H. Williams III

As much as I thought Promethea, Book 1, was an underappreciated part of the Alan Moore canon, I’m not sure what to make of Promethea, Book 2.

Ideas, for most writers, are easy. For Moore, they seem effortless. But continuing and developing the idea is often more difficult, and although I won’t say Moore ran into difficulties with Book 2, it’s not as enjoyable or effortless. Book 1 introduced Sophie Bangs, a college student, and Promethea, a fictional character who pops up in different fictional creations over the years. Sophie discovers that although Promethea is fictional, she can exist in the real world, and Sophie becomes the host for the most current version of the heroine. She learns from her predecessor and resists her enemies.

Promethea, Book 2 coverIn Book 2, her training continues, and she strikes back at those who have attacked and threatened her — almost too quickly, too effectively. The idea of ubiquitous collections was new when Moore was writing, but this volume is paced oddly; the climax comes in the middle. I can’t complain about how that storyline plays out, which some might see as a letdown, but I thought the lack of a battle was a neat stroke by Moore, especially given Promethea’s fictional background.

The rest of Book 2 is more difficult. I’m not sure I can assume some parts of the book are brilliant just because of Moore’s reputation. Two of the final three issues deal directly with magic and as such are dialogues. One event takes up the first issue, and nothing happens in the second. The craftsmanship of these two issues are outstanding, both by Moore and artist J.H. Williams III (who I just noticed is co-creator of Promethea). Moore communicates his knowledge and passion for the subject. But the complexity of the discussion of an already recondite subject doesn’t make it easier for readers. I suspect that’s part of Moore’s point, that it’s not an easy subject and can’t be reduced to words — symbols and metaphors must be used. But sometimes that makes the writing come across as impenetrable or a waste of time, and all the Aleister Crowley jokes in the world aren’t going to change that. I may be alone with this opinion; Promethea #10, the first of these dialogues, won the 2001 Eisner Award for Best Single Issue.

Sophie has to deal with a death of someone close to her; I don’t want to give it away, but those who have read Book 1 can probably make a good guess. It’s interesting how quickly the sorority of Prometheas seem to become family to Sophie, especially given how little family seems to play in her life.

More difficult to deal with is how Promethea and Sophie share Sophie’s body, especially in matters carnal; I found myself a little squeamish about some parts of Book 2 because of that. Moore has no trouble with writing about human sexuality, of course, and my squeamishness is my failing. Still, he has to deal with the implications of that sharing more definitively; I have confidence he will (or has, since Promethea is complete), though.

Once again, I’m impressed with Williams’s art. The issues about magic call for a high degree of imagination and skill to make two conversations interesting (although the sex scenes in the first probably helped), and I’m astonished by how many art styles Williams has to ape over the course of Book 2. Issue #7 has digital art from Jose Villarrubia, which is supposed to be the view inside one of the Promethea’s memories; the effect nicely marks off the section, but it seems a little off in its photorealistic zeal.

The ambition of this book makes me want to recommend it; it’s a difficult read at times, though, and I hate to tell others to read it without knowing there’s a payoff. My confusion makes me rate this one in the middle of the road, with the reservation that however confused I am, I was confused by people who are doing an excellent job.

Rating: America’s Best Comics symbol America’s Best Comics symbol America’s Best Comics symbol (3 of 5)

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13 March 2009

Promethea, Book 1

Collects: Promethea #1-6 (1999-2000)

Released: July 2001 (ABC / DC)

Format: 160 pages / color / $14.99 / ISBN: 9781563896675

What is this?: Sophie Bangs becomes Promethea, the spirit of a fictional character who merges with people in the real world for some ostensibly good goal.

The culprits: Writer Alan Moore and penciler J.H. Williams III

When it comes to writer Alan Moore’s body of work, Promethea is an overlooked title. It certainly isn’t mentioned as the same breath as Watchmen or V for Vendetta, nor should it, really. But it also doesn’t get as much attention as the titles Moore was creating for America’s Best Comics at the same time: The League of Extraordinary Gentlemen, Top Ten, or Tom Strong. And as much as I adore Top Ten and League, that’s just not fair.

Promethea, Book 1, is, like many Moore narratives, a story that works on many levels. On the surface, you have Sophie Bangs, a college student who is researching the odd tales surrounding the fictional character Promethea. While interviewing a former model for a comic-book version of the character, Sophie sees the model become a “science hero” version of Promethea, albeit one who is middle-aged and out of shape. Promethea thrusts the mantle of the character onto Sophie, who becomes the new Promethea. From there, Sophie-merged-with-Promethea meets her predecessors, who teach her in the Land of Immateria about her powers and legacy.

Promethea, Collected Edition: Book 1 cover All very much the common comics theme of growing up, passing the torch, etc. But Moore loves to play with the nature of fiction and ideas, and Promethea is very much a character of the imagination, a fictional character who can interact with the material and immaterial worlds. Sophie has to learn what the imagination means, how to use it in the material world, and who wants Promethea to stay in the land of imagination.

The temptation is to take everything Moore writes and label it a work of genius. I’m not sure about “genius,” but Promethea is often fascinating. There’s a very definite sense that Moore wants to concentrate on the value and world-shattering power of art. Moore uses the material / immaterial split to focus on how ideas and fiction affect the real world. He’s mostly setting up the idea in v. 1, but the groundwork is laid well. Moore also has some very definite things to say about magic, I think, but he wisely keeps most of them in the background for v. 1.

There’s also the idea of how different creators can use the same character to make vastly different points; the different Prometheas were all created for different purposes, so their embodiments have very different characters. Given the collaborative nature of writing comic books, with legacy characters who have been written by dozens of writers, this is an interesting issue. (And that’s not even considering Moore’s use of Victorian characters in a completely different way than they were conceived in Extraordinary Gentlemen.)

Moore even throws in a strange recurring theme of the Weeping Gorilla, a teary-eyed simian who thinks banal, maudlin thoughts and is the star of Weeping Gorilla Comix. Among Sophie’s young friends, Weeping Gorilla is the height of ironic hipster humor, although it’s pretty clearly an inherently unfunny character.

I have no idea whether Moore has the most discerning eye for artists in the comics industry or if he inspires the artists who work with him to raise their game. Dave Gibbons, Gene Ha, Kevin O’Neill … the list goes on. J.H. Williams III is no exception. He gives an earthiness for scenes set in the “material” world, and he has a more whimsical and imaginative touch he gets to use when Sophie is in Immateria.

Moore has a lot of intriguing ideas here, and it will be interesting to see where it goes, especially with an excellent artist like Williams working with him.

Rating: America's Best Comics symbol America's Best Comics symbol America's Best Comics symbol America's Best Comics symbol Half ABC symbol (4.5 of 5)

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17 June 2008

Top 10: Beyond the Farthest Precinct

Collects: Top 10: Beyond the Farthest Precinct #1-5 (2006)

Released: July 2006 (Wildstorm / DC)

Format: 128 pages / color / $14.99 / ISBN: 9781401209919

Following Alan Moore as writer on a title is a good way to get people to notice you’re no Alan Moore. Following Alan Moore on a title he created and only he has written … well, that’s never a situation that’s going to make you look good.

Fiction writer Paul di Filippo takes that unenviable task by writing Top 10: Beyond the Farthest Precinct. Now, I’m not saying they had to find someone outside the comics field to write this book because no one inside the comics field would be foolish enough to do so; most likely, di Filippo came to the publisher with ideas instead. But still …

Top 10: Beyond the Farthest Precinct coverPut bluntly, the characters in Beyond the Farthest Precinct don’t sound or feel the same as they did in Moore’s original Top 10 series. In the original twelve-issue series, Moore managed to give depth to each character; the characters didn’t fit together — socially, at least — except in their professional lives. Di Filippo tries to fit a greater number of characters into a five-issue series, and everyone seems safer, more sanitized … the book begins and ends with police picnics, for heaven’s sake.

But on the other hand, these aren’t the same characters. Joe Pi, for instance, isn’t the same witty robot with a sly sense of humor about the laws of robotics. Synaesthesia’s comments about her powers are too blatant — as if they’re meant to establish what her powers are for the reader instead the dialogue serving a more useful purpose. Kemlo Caesar is an apologist for the command structure and delivers a speech on duty that is, frankly, embarrassing. Even Shock-Headed Peter, violently anti-robot under Moore’s hand, has mellowed out; he actually praises his robot (or robot-like partner).

Part of the problem is that di Filippo doesn’t have the space Moore did, and he refuses to cut out any of the original Top 10 characters in addition to his new characters. He has more luck with those — his Major Cindercott is a hoot, and the mayor is pretty good as well — and he probably would have been better served to have focused on a few of Moore’s characters and a couple of new characters.

The plot revolves around a skull-headed apparition that appears over Neopolis a few times, then begins possessing parts of the Neopolis populace. Frankly, the mystery / suspense of this plot didn’t engage me since, other than have a horrific countenance, the apparition doesn’t do anything evil until the final issue. A subplot featuring avant-garde performance artists / terrorists the Derridadaists probably should have been dropped to free up room to either make the main villain menacing or give more space to the characterization. The Derridadaists come across as “odd” and “vicious” rather than the “zany” and “bizarre” I think di Fillipo was aiming for.

Artist Jerry Ordway does his best; certainly no one is going to say he’s no Gene Ha. (Well, they might say it, but they wouldn’t mean Ordway is blatantly inferior.) Ordway has a cleaner line than Ha. He resists the impulse to “reinvent” any of the characters’ looks, and he keeps with Ha’s tradition of Easter eggs and background jokes for hardcore comic fans.

Taken by itself, Beyond the Farthest Precinct is an inoffensive but unimpressive comic, with only the art being of much interest. Weighed against its predecessors, though, this is tough to recommend.

Rating: ABC logo ABC logo (2 of 5)

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