Wild! Or So I Was Born to Be, Vol. 1. By Cristian Castelo. Oni Press, ISBN 978-1637150931, 2022. US$29.99. 208 pages, oversized softcover. Wild is a delightful yet frustrating comic. Delightful because artist Cristian Castelo cartoons the hell out of it, with an energetic, superflat, ultrabright style. The pages sing. The story's 1970s roller derby milieu and fearsome all-girl cast (reminding me a bit of Jaime Hernandez's wonderful luchadores) grant him license to do colorful, braggadocious roller rink action and cartoon violence. It's a gas, full of fierce posing, trash talk, and big, mythic characters. The sizzling red/orange/gold palette, outsized format, and inventive layouts practically gave me a contact high! So, yeah, I enjoy rereading and poring over this comic. OTOH, Wild is confusing as hell. Beyond protagonist Wild Rodriguez and a couple of hard-bitten, superheroic roller divas, the cast is indistinct. Supporting characters blur into each other, and everybody lurches off-model. In fact, some characters don't seem to have a consistent model (in one scene, a very minor bit player ends up looking like four different people). The settings lack a 3D sense of habitable space, and action does not flow logically from panel to panel. Locales are gestural at best, and the high-throttle action scenes don't actually communicate anything about roller derby as a game. There is snarling and there is hitting, but what else is the sport about? The plot lunges here, then there; eccentric narrative doglegs turn out to be crucial (the accumulated effects of serialization are all too easy to see). Cross-cutting between different locales and different bouts makes the book's home stretch dizzying, and not in a good way. Castelo's elastic cartooning works somewhat against narrative coherence. His style has shifted a lot since this project began. In 2019, I bought one of the riso-printed, handbound collections of the unfinished Wild (then a work in progress) at comicartsla.com, and I can see remnants of that draft here, in panels that are not quite as crisp as the rest of the book. The newer style is razor-sharp and fairly staggering. At times, Castelo seems to have worked over (and around) the older stuff, punching it up, adding new connections, rethinking and complicating the story — but the end results don't add up narratively. Problems in simple legibility are made the worse by Castelo's expressionistic, ever-shifting use of his limited color palette; the characters' costumes are not taggable by color, because a yellow outfit in one panel becomes a red outfit in another. That may sound like a petty complaint, but it becomes a problem due to the sheer density of the pages, indistinctness of minor characters, and ill-advised cross-cutting between scenes. The book is just plain hard to follow. But man, what cool things are hiding in here: Wild Rodriguez's mixed family and ambivalent ethnic identity; the roller divas' complicated, nuanced backstories; the way the major characters bear the weight of cultural politics; the sheer unabashed ass-kicking comic fury of the story. One aspect that makes the reading even harder — the difficulty of parsing "dream" from "reality" — strongly appealed to me. So did the overwhelming style. I'm glad to see such a vaulting, ambitious, and, yes, wild comic touted as a YA book. Castelo may yet deliver a great all-around comic. I bet he will. In any case, I'll happily queue up for the next volume of Wild. My complaints notwithstanding, Volume One is a gorgeous, headstrong, gutsy experiment. I think it fails narratively, but it fails in such a way that I long to see what Castelo does next.
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Bea Wolf. Written by Zach Weinersmith. Art by Boulet. First Second, ISBN 9781250776297, 2023. US$19.99. 256 pages, hardcover. Bea Wolf is brought to you by the same team that did the illustrated book Augie and the Green Knight some years back: Zach Weinersmith and Boulet. It's a graphically sumptuous retelling of Beowulf as a battle between rowdy, joyous kids and tedious, joy-sapping adults. Its proper soundtrack would be the number, "I Won't Grow Up," from the 1954 musical Peter Pan. That is, Bea Wolf assumes a world where kiddom is matter of keeping adulthood at bay. This raises the question of whether kids really want to continue being kids forever (a common fantasy among adults) or whether they want to, you know, gain more agency and autonomy in their lives. Bea Wolf has its cake and gobbles it too, depicting kids who have plenty of agency, of a fierce, ass-kicking kind, yet remain very much kids: big-eyed, neotenic, button-cute, and round. They're ruthless in claiming a certain kind of childhood: the kind that is all about performing irresponsibility, about waywardness, wildness, messiness, junk food binges, rude joke-telling, and wearing your underwear on your head. Their Grendel is "Mr. Grindle," a neighborhood Gradgrind who specializes in cleaning up, sanitizing, and disciplining, and in aging children with his deadly, withering touch. Of course, the kids have to fight him. Bea Wolf, then, is a celebration of childhood's anarchic side, even though, oddly, it features a kid "kingdom" with rulers and dynasties and national heroes. The "monster," in this case, is adulthood, and heroism consists of resisting it. There's a touch of Roald Dahl in all of this, and of course Peter Pan, and quite a bit else besides: familiar stuff. So, Bea Wolf is an elaborate, prolonged joke. Really, it's a bit of a soufflé, the sort of thing that needs to stay light and airy if it's going to work at all. Heaviness, ponderousness, would be deadly. The thing is, spoofing Beowulf usually does involve some heavy lifting. The language is technical and hard to ape; the world evoked is remote and strange. This is esoteric stuff by current children's book standards. Happily, Bea Wolf finds smart 21st-century analogs for the poem's beasts and heroes, and stays light enough to elicit chuckles from start to finish. I even laughed aloud at several points, early and late, which is unusual for me when reading a long comic. Part of what makes this work — for me, it may be the biggest part — is that Weinersmith is very good at parodying the "voice" of Beowulf: the rugged prosody, loping parataxis, alliterative phrasing, and vivid kennings of the old Old English. I mean, he does this hilariously well, from the start: The book has a firm voice, full of flavor, that stays the course despite the odd moment of deflation or comic anachronism (e.g., "Dawn rose, like a jerk"). Sometimes the verse rises to truly affecting poetry, like Bea's great last line on this page: Another thing that makes all this work — and I confess, this is what drew me to the book in the first place — is the cartooning of Boulet (Gilles Roussel). Boulet draws up a storm, makes the risible setting believable (enough), and transforms cliched, doll-like children into ferocious heroes. His digital renderings (drawn on iPad via Procreate) mimic the look of pencil and charcoal and brush, with, at times, a texturing so dense as to recall scratchboard — yet somehow he manages to maintain the necessary lightness and energy. Every spread is different, and many are quite elaborate. Layouts are dynamic, grids are avoided, and frame lines are using sparingly, so that each page-turn brings up another compositional treat. Man, he's good. In all, Bea Wolf is a charming book that may appeal most to lit nerd adults and the children who share their pleasures. Reading it feels a bit like playing an adult-centered but kid-styled game (Unstable Unicorns, maybe?). I dug it, and, er, I Iive in that kind of household. So, yay!
Little Monarchs. By Jonathan Case. Holiday House/Margaret Ferguson Books , ISBN 9780823442607 , 2022. US$22.99. 256 pages. A Junior Library Guild Gold Standard Selection. This post comes belatedly and is not much more than a mash note. A few days ago, I called the Eisner Award-nominated Little Monarchs, by Jonathan Case, "an extraordinary piece of worldmaking, ... dense, involving, subtle, and beautiful." I stand by that. It is one of the best graphic books for readers of any age I've read in a while (and I've been reading a lot of good ones lately, now that school is out). I dove into Little Monarchs hurriedly, without doing my usual obsessive reading of paratexts, indicia, and so on (I'm usually a bit compulsive about how I crack open books that are new to me). I had the book out from my local branch of LAPL and was bingeing before casting my annual Eisner votes, so I was rushing. I hadn't even read the jacket copy. So, it wasn't until I finished the first of the book's dozen chapters that I began to realize that the story was set in a world I did not quite recognize, or a changed version of our world where something had gone wrong (I overlooked a detail given on the first page: that the date is 2101). In fact, Little Monarchs is a post-apocalyptic survival story, though officially a middle-grade (ages 8-12) sort of book. In it, a ten-year-old girl, Elvie, and her guardian, a forty-something biologist named Flora, drive through a drastically depopulated North America in which most people dwell underground, unable to travel safely in sunlight. Elvie and Flora mostly avoid encounters with these "deepers," preferring to go it alone. They dread attacks by "marauders," that is, scavengers who would pirate their stuff. ![]() So, the world of Little Monarchs is different. In it, about fifty years have passed since a "sun shift" has killed off most mammal life. Prolonged exposure to direct sunlight (more than a few minutes) can be fatal. Most human survivors are socked away in underground bunkers, and only a few crepuscular or nocturnal mammals, such as bats, can hope to survive. Flora and Elvie are able to live topside because Flora has developed a medicine that keeps them safe from "sun sickness" for up to about a day and a half at a time. The medicine derives from the milkweed within monarch butterflies, so Flora and Elvie follow the yearly path of the monarchs' migration, catching butterflies, harvesting scales from their wings, releasing them, and creating ever more batches of meds. At the same time, Flora seeks a more permanent solution in the form of a heritable vaccine. Little Monarchs, then, is the story of an never-ending road trip and a scientific quest. Remarkably, this survival story reads less like horror and more like an adventure. That has everything to do with the character of Elvie, a Black girl who is resourceful, eagle-eyed, courageous, decent, and funny. Elvie explores and improvises and above all uses her head. She can face down her fears and make do when disaster strikes. The heart of Little Monsters is the bond between Elvie and Flora, her White caregiver, who is something like a mom, big sister, tutor, and friend all at once, and whose quirks Elvie knows and forgives. You can believe that these two understand and love each other. The book gains heft from Elvie's journal entries: expository interludes that serve to orient the reader while showing off her smarts. These entries combine Elvie's home-school assignments (given by Flora), drawings, reflections, and tips. Elvie knows how to live in the wild world Jonathan Case has imagined, and her entries impart a great deal of knowledge. Case has mapped her story onto real locations, using real geographic coordinates, and included a wealth of fascinating detail about everything from knot tying to the monarchs' life cycle. The story-world fits this girl to a tee, and vice versa. Little Monarchs takes interesting risks. As a survivalist story in a broken world, it delves into the hard ethical questions that such scenarios tend to pose: What are you willing to do to survive? Do the ethical constraints of civil society apply when the world has been upended? Must you be willing to hurt others to protect yourself? The story kicks into gear when Elvie finds another, much younger child wandering in the sunlight and has to take him in, which leads to Elvie and Flora nervously weighing the risks of involvement with other people. At first, Flora seems somewhat mistrustful, even phobic, about taking that risk, but, as things turn out, she has good reason to be. There are reversals, betrayals, and shocks in the story. The last act depicts hard things — and Elvie has to do some hard things, too. Little Monarchs isn't The Road, of course (RIP to the brilliant Cormac McCarthy), but does ask its readers to weigh questions of ethics and risk in the face of grave danger. Somehow it does this and remains a thrilling adventure and credible middle-grade story about a plucky ten-year-old kid. And the visual artistry of it! Little Monarchs is a feast of lovely images made by hand, from the lettering to the gorgeous watercolors. Reading it against a backdrop of other recent graphic novels for young readers, even good ones, I was reminded of how seldom I get to see work at this scale that is handcrafted even down to its finest details. Case is a terrific comics artist, designing dynamic pages, drawing believable characters and environments, pacing and punctuating riveting sequences of high-stakes action as well as quiet scenes of discovery, and making every detail count. As I said a few days ago, he cartoons with an economy and grace that recall Alex Toth as well as latter-day classicists who have drunk from the same well: Jaime Hernandez, R. Kikuo Johnson, and Chris Samnee. His character designs, breakdowns, staging, and layouts are equal to his terrific writing. Little Monarchs urges engagement with the natural world and offers readers all sorts of potential adventures off the page as well as on. You could take this book on the road with you and learn a lot. More than anything, it is a classic quest story, pulled off with warmth, wit, and bravery, surprising and gutsy right up to its very last page. After reading so many well-intended moral and political fables for children in which messages are reliably delivered and conclusions are just what one would expect, I took delight in its splendid eccentricity. Highest recommendation!
I like to keep up with the Eisner Awards. I'm a former judge, I value recognitions of excellence in the comics world (even when they're contentious), and I like staying in touch with the process. Honestly, it can be hard to find and read every single nominee, but each year I pay particular attention to, and try to spend time with, all the nominees in the young readers' categories. Currently, that means three categories: Early Readers, Kids (ages 9-12), and Teens. Over the past week, I've read about ten books to get up to speed! I'm told that today, June 9, is the last day to cast votes (officially, the vote is "open until June 10, 2023 12:01 AM (GMT-05:00) Eastern Time"). So, this evening I'm going to vote in as many categories as I feel qualified to vote in! This year's Eisner process has been especially vexed and controversial (leading to a retroactive withdrawal from the ballot). The ballot has been a bit mystifying to me, with some, IMO, startling omissions and puzzling categorizations. But controversy is in the nature of the awards, and I still appreciate the heuristic value of this, let's say, yearly exercise. Here are my thoughts on the Early Reader, Kids, and Teens categories: ![]() Early Readers: I admit, this is not a category that interests me much this year. There are some lovely images here (for sheer sumptuousness, Dav's Disneyesque watercolors are hard to beat), and some nice comic bits (the page-turns of Higgins, the pacing of Willems), but for the most part these books strike me as pat and aesthetically undaring. There's a lot of shtick here, which tires me out. I miss seeing some good TOON Books in this category; 2022 seems to have been fallow for them. That said, my choice here is this charming, quietly ironic, aesthetically delicate take on friendship and learning: ![]() Kids (9-12): This is a more interesting category by far, in fact one of the deepest in this year's ballot. The craft on display is impressive (dig the cartooning in Frizzy and Swim Team), and the ambition (dig the near-wordless storytelling of Isla to Island, a complex tale of immigration, loss, and discovery; or the interactive, formally ingenious Adventuregame). But my hands-down choice is Little Monarchs, an extraordinary piece of worldmaking, which is cartooned with an Alex Toth-like economy that reminds me of elegant classicists like Jaime Hernandez, R. Kikuo Johnson, and Chris Samnee. An amazing book, so dense, involving, subtle, and beautiful: Teens: It's nice to see Tillie Walden in this category, for a book that is a change of pace for her. But I think the outstanding title here is the already much-talked about, groundbreaking Wash Day Diaries, a suite of stories about four Black women and the strength of their friendship and interconnection. Every character in this book has a backstory, but Rowser and Smith smartly leave us guessing, focusing on the energy, grace, and good humor of the four. Darkness marks the edges of the story, but joy wins out. The book seems casual, the way eavesdropping on good friends can, but that's deceptive; there's a lot going on. The chapter devoted to their "group chat" is a wonder of form as well as characterization. I admit that I didn't see this as a YA book at first, but then, I usually have that reaction to books that turn out to be very good YA books! A few observations:
This summer, for the first time, I'm teaching a course for UCLA's California Rare Book School (CalRBS). Titled "The Social and Material Lives of Comic Art, or, How Comics Get Around," the course is part of a new partnership between CalRBS and the Smithsonian Libraries and Archives in Washington, D.C. I'm thrilled to be doing this! As I envision it, the course will be a hands-on workshop that will draw upon the Smithsonian, the Library of Congress, and other D.C.-area resources, involve several site visits or field trips, and bring in multiple guest speakers. If you'd like to know more about it, or would like to apply, visit: Popular yet personal, branded as trivial yet rich with meaning, comics are more than cultural scraps or leftovers. In fact, comics are everywhere: they are art objects, storying machines, readable games, tools for disseminating knowledge, and platforms for worldbuilding and political argument. Whether viewed as historical artifacts or distinctive literary and artistic works, comics carry culture with them. In this workshop, we will study how comics move through the world, socially and materially, how they can make a difference in the world, and how we, as teachers, researchers, and creators, can use them. Comic art has a complex social life. Comic books, graphic novels, strips, and cartoons come in varied material (and now digital) forms and reach diverse readerships. Many are thought to be ephemeral, as disposable as yesterday’s newspapers or tweets; some are built to last. Many last despite their seeming ephemerality, archived by collectors, fans, and, increasingly, archiving professionals and research libraries. Conserving, organizing, and accessing these artifacts can be a challenge but also a profound pleasure; comics offer us opportunities for creative engagement as well as deep research. Our workshop will study how comics come to be, how they circulate, where and how they are archived, and how we may teach with them. We will focus on comics’ physical materiality, on firsthand experience and “show and tell.” Our hands-on sessions will mix varied forms of nineteenth, twentieth, and twenty-first century comic art, from newspaper pages to comic magazines, from graphic novels to minicomix, zines, and webcomics. Drawing on the resources of the Smithsonian Libraries and Archives, we will explore the material and social histories of comics, the idiosyncrasies of comics production, including differences among American, European, and Japanese traditions, and how comics have been shored against time by collectors. We will consider comics as products of various industries, cultures, and social scenes—as historic artifacts, yes, but also urgent dispatches from the here and now. Participants will come out of this workshop knowing:
Do visit the CalRBS website, above, to find out more about requirements and credits! Also, please spread the word to anyone you think might be interested!
Twins. By Varian Johnson and Shannon Wright. Scholastic/Graphix, ISBN 978-1338236132 (softcover), 2020. US$12.99. 256 pages. Last week I belatedly read Twins, a much-praised middle-grade graphic novel published by Scholastic in 2020 — a first graphic novel for both writer Varian Johnson, who is a prolific novelist, and artist Shannon Wright, who has illustrated a number of picture books (most recently, Holding Her Own: The Exceptional Life of Jackie Ormes). Twins is good, but left me wanting more. The plot concerns identical twin sisters, Maureen and Francine, who have always been close but begin to pull apart as they enter sixth grade. They end up running against each other in a student body election, a rivalry driven by mixed or confused motives that hurts their relationships with friends and family. The book boasts many nicely observed, sometimes poignant, details: novelistic good stuff. The plotting balances the twins' need for individuation against their strong bond, with a sense of earned insight for both sisters. There are astute cartooning choices along the way, including full-bleed splash pages that capture moments of struggle, hurt, and growing realization. Compositionally, Wright delivers, with emotive characters, startling page-turns, and a confident grasp of what's at stake dramatically. Twins, I admit, strikes me as more reassuring than challenging. It's on familiar middle-grade turf, with a story of girls becoming tweens and growing more sensitized to social nuances and strained friendships. There are soooo many graphic novels currently working this turf. The setting is anodyne: a comfortably middle-class suburbia with dedicated students, supportive teachers and families, wise parents, and lessons on offer about self-discipline, self-confidence, and leadership. Loose ends are tied and every arc resolved, or at least reassuringly advanced, by book's end, with no one coming off the worse. Some elements, however, seem under-thought or cliched — for instance an ROTC-like "Cadet Corps" at the school, a plot device that allows for a fierce, drill sergeant-like teacher and moments of tough discipline for the more timid of the two sisters, who of course comes out the stronger (but oh the unexamined militaristic overtones). The book is inclusive and aims to be progressive, focusing on protagonists of color (Maureen, Francine, and their family are Black) while downplaying the usual generic thematizing of racism and classism as "problems" to be suffered through (a tendency expertly spoofed by Jerry Kraft in New Kid). One scene deals with shopping while Black and implies a critique of unspoken racism, but that thread isn't woven through the whole book. That in itself might be refreshing; the book thankfully avoids potted depictions of racialized suffering and trauma. Yet for me there is too little sense of social or institutional critique; the twins' relationship and personal growth are the main things, to the point of presenting adult choices uncritically and tying up the story without any lingering sense of mystery or depths remaining to be plumbed. In a word, it's pat. Perhaps I'm guilty of wanting this middle-grade book to be more YA? That wouldn't be fair, of course. But Twins is one of so many recent graphic novels that, from my POV, appear boxed in by children's book conventions, more specifically by the rush to affirm and reassure. The contours of this kind of book are starting to seem not just clear, but rigid. Young Adult books too have their conventions, one being skepticism of adult choices and institutions, and I don't know if I'm asking for that. Perhaps what I'm wishing for is something else: a touch of mystery, maybe, or a respect for the unfinished business of living. Twins is a traditional tale well told, with all its arcs well finished and its major characters affirmed and advanced. I just can't imagine re-reading it for pleasure. Some readers will stick to the book like glue, I expect. The characterization of the twins is complex, and Maureen, who is the book's focal character and real protagonist, is especially well realized: a socially anxious nerd and academic overachiever but not a shrinking violet, not a cliché. Johnson and Wright know these characters and treat them kindly; their dialogue clicks. Plus, the art is full of smart touches, and Wright offers clear, crisp cartooning and dynamic layouts throughout. Some moments registered very strongly with me: for example, the scene early in the book where Maureen and Francine get separated at school and a page-turn finds Maureen stranded in a teeming crowd of other kids, lost. Yet the book's brightness and formulaic coloring, which favors open space, solid color fields, abstract diagonals, and color spotlights, strike me as simply functional, and in the end more busy than harmonious. While Wright excels at characters, the settings appear textureless and a bit bland. Her page designs are restless, inventive, and clever, the storytelling clear, yet the governing sensibility seems, again, generic to my eyes. It's right in the pocket for post-Raina middle-grade graphic novels, but doesn't grip me. The middle-grade graphic novel is one of the most robust areas in US publishing, and the novel of school, friendship, and social navigation is its nerve center. Twins is a fine example of that. I think I'm becoming more and more jaundiced about that kind of book, though. I can now see the outlines of a formula, and I'm getting jaded. I admit, this realization has me rethinking the bright burst of enthusiasm with which I began Kindercomics five years ago.
This has been a fallow year for KinderComics. I've been fairly out of touch with new comics for young readers, not because the field isn't thriving (on the contrary, children's and young adult graphic novels are still mushrooming like crazy) but because of other factors I don't think I'll write about here. Suffice to say that both hard things (losses in my family) and good things (new opportunities for work) have diverted my attention. I have been reflecting and readjusting. I continue to fight the urge to close up shop and declare KinderComics a done deal. I'd hate to do that. Yet I don't know when or how I can get back to writing here, with so many other things piled on my plate. I've worked up a list of favorite comics from the past year, a sort of Top Thirteen (baker's dozen), which is part of The Comics Journal's Best Comics of 2022. It doesn't include any children's or YA work, though. I can see that my interests have been shifting. With all this in mind, I am declaring KinderComics on indefinite hiatus, once again. Sigh. PS. I'm working on two books, one near-term, the other a bit farther off. And I'm designing a seminar about Marvel for the coming semester. So, work continues.
I'm honored and delighted to be giving a talk as part of the Los Angeles Public Library's West Valley Big Read focusing on Jen Wang's graphic novel, The Prince and the Dressmaker (the first book I ever reviewed here on KinderComics). Jen Wang is one of my favorite cartoonists, and The Prince and the Dressmaker one of my favorite books of the 2010s. In fact, I'd say it's one of my top ten graphic novels of the past half-decade. So doing this talk is a real treat! As the above flyer says, the talk is happening at the West Valley Regional Branch Library on Saturday, July 23, at 11:00 a.m. LAPL has more information about the talk here: https://www.lapl.org/whats-on/events/lets-talk-graphic-novels. Readers, I hope some of you will be able to make it — and please help spread the word!
The Tea Dragon Tapestry. By K. (Kay) O’Neill. Oni Press, ISBN 978-1620107744 (hardcover), 2021. US$21.99. 128 pages. For weeks, my family and I have been playing the Tea Dragon Society game Autumn Harvest, based on Kay O’Neill’s comics series (the first two books of which I’ve reviewed here, and here). I’ve won a few games and lost many. I enjoy the game; it’s happy and challenging and graced with beautiful graphics by O’Neill. The gameplay feels very much in tune with the ethos of the comics. In all this time, til now, I have not thought to read the third and final volume of the comics, The Tea Dragon Tapestry. I don’t know why. Maybe I just wasn’t ready for another dose of O’Neill’s gentle and affirming storytelling, another spell in the tea dragons’ idyllic fantasy world. The past year has been bruising, and I am tired. Or maybe I feared reading through it and having to leave it behind, too quickly. I’m glad to have read it, now. Tapestry is the most mournful, but then the most joyous, of the three books—the one that feels most like a healing for genuine hurt. As usual, the challenges and conflicts are conveyed with a tender, whispering lightness; O’Neill doesn’t push too hard. As usual, the mood is that of a communitarian, vaguely anticapitalistic pastoral: a utopia of cute and mystic creatures, some humanoid, some not, living, giving, and crafting in a spirit of contemplative harmony. You know, I really am sad to have to leave this world behind—fortunately, a book can always be reopened. O’Neill’s tea dragons (in fact, small, catlike creatures whose bodies grow tea leaves) live symbiotically with people in an unforced arrangement that exemplifies commensalism and loving attachment. O’Neill’s humans (in fact, a range of anthropomorphic characters, such as fauns and centaurs) serve as caregivers to the dragons, as well as crafters, each devoted to a specific discipline that benefits their village community and the larger world. Scenes of brewing and drinking tea punctuate the stories, evoking an unhurried life defined by discreet rituals and communal care. In Tapestry, one of the tea dragons, Ginseng, mourns the loss of her previous caregiver, while Ginseng’s current caregiver, Greta, struggles to figure out how to help her. Meanwhile, Greta’s friend Minette, uprooted from what she thought her life was going to be, mourns the life she used to have while trying to commit to and find joy in the way she lives now. At the same time, Kleitos, a peripatetic blacksmith, considers taking Greta on as an apprentice (again the emphasis on crafting) but mourns the fact that he has lost the joy that smithing once brought him. O’Neill’s major characters all suffer from dislocation or loss, and each is quietly bereft in their own way, but they cope with these feelings in the context of a loving, sustaining community. As ever, O’Neill’s storytelling is empathetic, understated, and rooted in everyday routines rather than bombastic and action-filled. And, as ever, the drawing is gorgeous: O’Neill renders their characters and settings without containing contour lines, as blocks of color. The colors are solid, not painterly, but often mixed with such subtlety that it helps to read the book under a bright light. O’Neill’s cartooning is sweet and elegant rather than rowdy or assertive, dedicated to form rather than line. The net effect is like that of a Miyazaki-esque ecofantasy art-directed by Mary Blair. Works for me—I have to admit, I love looking at these pages. When I reviewed the previous books in the series, I was rather too grumpy, complaining that their subdued, gentle approach made genuine high-stakes conflict impossible—that the books were too Edenic, too idealized, and unwilling to deal with the tough stuff. I recant those remarks! The conflicts are there; you just have to lean in close and look and listen carefully. The gentleness is intentional, but there is a critical intelligence at work too; the world conjured in these books offers ways to envision a better world of our own. The Tea Dragon series is a remarkable thing. I gather O’Neill has finished with the series, and I can only say, damn, that’s a shame—I’d love to spend more time in this bucolic yet urgently humane story-world. The game helps.
5 Worlds: The Emerald Gate. By Mark Siegel, Alexis Siegel, Xanthe Bouma, Matt Rockefeller, and Boya Sun. RH Graphic/Random House, 2021. The 5 Worlds series (five books set on five planets, published over roughly five years) has always been a high-wire act, balancing space fantasy, ecofiction, and Miyazaki-esque tropes with allegorical broadsides against neoliberalism and right-wing populism—all of this served up by a complex collaborative team consisting of five geographically dispersed co-creators. The way they have all worked together is a bit of a miracle. I’ve reviewed every volume (one, two, three, four) and keenly followed the evolving story of heroes Oona, An Tzu, and Jax and the many co-revolutionaries and loved ones they’ve gathered along the way. The series reaches it big finish with The Emerald Gate, and it’s a corker of a climax. Overall, the series has proved smart, bold, and very good—though I must admit it has left me with a sort of gnawing dissatisfaction, somehow. Pointedly allegorical from end to end, 5 Worlds has targeted egotism, greed, environmental carelessness, demagoguery, and (most clearly in Book 5) gradualism and hidebound deference to tradition, as its youthful heroes throw off the shackles of what has been done in favor of what can be done. The story is unabashedly progressive, topical, and on the nose. The Emerald Gate, dedicated to “the young people not waiting for permission to bring long overdue change to our world,” casts lead heroine Oona as a Greta Thunberg-like climate activist who must defy authority and take big risks to make big changes. The Five Worlds of the title are suffering a gradual ecocide—that is, dying of heat death—but an oily Trumpian oligarch (possessed by an ancient dark force) is trying his damnedest to smother that fact. Only drastic measures can save the day. This final volume’s signature phrase, Green doesn’t wait for permission to grow, signals Oona’s shift from diffidence to absolute certainty; she is done questioning, and now knows the way. Though the book takes time to sow little seeds of doubt (What if Oona’s plan only plays into the villain’s plan? What if the perfect solution turns out to be perfectly disastrous?), there really is no doubt: Oona and her fellow heroes must do something radical, must play for the highest stakes, if they are to save the Five Worlds. They must rebel. Oona must rebel. Above all, she must embody moral and political certitude. The Emerald Gate, more than its four predecessors, reveals an odd tension: between the radically egalitarian and democratic spirit to which the series aspires, and, on the other hand, the near-deification of Oona, the fated heroine who must give her all for the cause. In the home stretch, Oona undergoes a sort of ritual testing, running a gauntlet of five “filters” or “shields,” that is, moral and psychological trials, so that she can recognize “the truth.” Through this ritual, Oona rejects tradition and hierarchy, factionalism and rage, egocentrism, and personal desire. In effect, she rejects the novel’s version of neoliberalism. But this renunciation is the key to her final apotheosis; even as she rejects crude individualism, she is affirmed as The One who can channel the virtues and energies of all Five Worlds. While every member of Oona’s team plays a vital part in the novel’s ending, their final success depends on deferring to Oona’s vision and artistry (“Do not tell me your plan. I trust you”). In this way, the story uneasily mixes the political and the mythic—and remains, perhaps in spite of itself, a heroic fantasy in awe of individual gifts, somewhat at odds with its collectivist ethos. What makes all this work is that there is a price to pay. I won’t get into the details; suffice to say that Oona’s apotheosis entails a change of state and a goodbye—though also a sort of opening into ineffable new possibilities. Her transformations are so dramatic that she cannot return to ordinary life. Nor can she be quite understood. To resolve the story, Oona must escape the containment of the story, must step outside the frame her friends (and we readers) understand. Channeling the powers of the Five Worlds means being more than a person, and so there is lovely sense of consequence to the ending. What I’m talking about is not quite the wounded bittersweetness of Frodo Baggins at the end of The Lord of the Rings, but at least something that surprised me and made me reread the last few pages with care. The Emerald Gate well and truly finishes the story of Oona that began in 2017 with The Sand Dancer. I look forward to rereading this series all at one go. Aesthetically, it’s remarkably cohesive, a seamless collaboration despite the complex interworking it so clearly required. The Emerald Gate is (as I’ve come to expect) a sumptuous feast of worldbuilding and of deft, surehanded cartooning. The payoff in the end is rousing and full of feeling, enough to knock me for a loop. Overall, the book comes across as a paean to the indomitable spirit and visionary energy of the young—though this is one of those texts that, in my Children’s Literature classes, we’d be cross-examining to see what its construction of youth says about the hopes and needs of adults. While 5 Worlds depicts young people as radically free, it follows a didactic agenda that tries to teach young readers to be those free spirits, and to save us all. Ultimately, it rejects the shaded, tragically complex vision of one its avowed inspirations, Miyazaki, in favor of an unequivocal ending in which hesitation and gradualism can be identified with a hated Dark Lord and summarily banished. It’s all about the certainty of Truth. Yet the skeptic in me wants something a shade more tangled and complicated. In the end, I found myself wondering if the utopianism of 5 Worlds conflicts with some of the messages it has been trying so hard to convey. But, oh, what a rapturous five-year ride.
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