About eight weeks ago, I announced that KinderComics would be “taking a roughly six week-long break.” Every time I say something like that, I sigh—and sigh again when, eventually, tardily, KinderComics returns. So, okay, here I go again:
Scheduling pressures under COVID, the endlessness of preparation and grading in my online teaching, and a looming sense that the world is going wrong, that it could explode any day—these things have been getting in my way. I admit I often consider closing this blog and moving on. Only reading and writing pleasure draws me back. So, let me switch gears and get down to the stuff that matters:
5 Worlds: The Red Maze. By Mark Siegel, Alexis Siegel, Xanthe Bouma, Matt Rockefeller, and Boya Sun. Random House, May 2020 Paperback: ISBN 978-0593120569, $12.99. Hardcover: ISBN 978-0593120552, $20.99. 240 pages.
Who is the author of Five Worlds? This sprawling adventure series is the work of what seems to be an impossibly harmonious five-person team; somehow, the results comes across as the work of a single hand. Aesthetically, the series is gorgeous, a real feat of cartooning. Structurally, it’s tricky, with a modular, five-book shape, each book color-coded and focusing on a different world and different puzzle to solve (or secret to uncover, or McGuffin to find). Politically, it’s timely, with ever more obvious allegorical broadsides against Trumpism, neoliberalism, and xenophobia; in this progressive fantasy, world-building goes hand in hand with topical commentary that feels, as I’ve said before, on the nose. Alongside its familiar genre elements—the hype invokes Star Wars and Avatar: The Last Airbender as comparisons, but Miyazaki hovers over the whole thing too—Five Worlds conjures the anxieties of our times, and scores palpable hits against “fake news,” noxious right-wing media, climate change denial, and the shamelessness of greed-as-doctrine. KinderComics readers will know that I’ve been fairly obsessed with this series, reviewing Volumes One, Two, and Three in turn, and that I found the third, 2019’s The Red Maze, the most successful thus far at balancing genre convention, fresh discovery, and political relevance. With the latest volume, The Amber Anthem, the series has reached its fourth and penultimate act, and appears to be barreling toward a big finish. It’s actually a bit of a blur.
In The Amber Anthem, the McGuffin is a song—the anthem of the title—and the story’s climax depends on thousands of voices lifted in song together, in a vision of peaceful yet powerful resistance that suggests real-world analogies: the Movement for Black Lives, and the recent surge in street protests despite COVID. (The book must have been written and drawn before that surge, and before the pandemic too, but its spirit of protest makes such analogies irresistible.) Here the dominant color is yellow, and the world is Salassandra, a planet briefly glimpsed before but now the center of the action. Our heroes, Oona, An Tzu, and Jax Amboy, once again seek to relight a long-quenched “beacon” in order to save the Five Worlds from heat death and environmental collapse. The Trumpian villain, Stan Moon—a host for the dreaded force known only as The Mimic—redoubles his attacks, even as Oona, An Tzu, and Jax take turns in the spotlight. The plot, as usual, is complicated, a tangled quest. Ordinary Salassandrans alternately help and hinder that quest (many having been persuaded that our heroes’ mission means ruin for the “economy,” and so on). The climax depends upon bringing together people of “five races.” Jax, a sports star, joined by a beloved pop singer, uses his celebrity to draw those people together—a handy metaphor for the way pop culture may provide opportunities for activism and community-building when official politics becomes hopelessly corrupt.
Along the way, Anthem clears up several nagging mysteries, in particular the backstory of An Tzu (whose body has been, literally, fading away, book by book). I expected as much. Each new volume of Five World has delivered some big reveal or transformation for one of the heroes; now, with An Tzu’s history disclosed, the series seems poised for its finale. There’s a sense of unraveling complications here, yet of a tense windup at the same time. I confess that the big reveals here, though some of them came out of left field, didn’t leave me gaping or even happily stunned. Instead, I found myself jogging, not for the first time, to keep up with the frantic plot. Reveries and remembrances, sorties and missions, switchbacks and betrayals: it's a lot.
The climax, though, is beatific: a shining vision of pluralism and collaboration and a lyrical evocation of “many strands…interweaving.” It's a triumphant close, but a corking good cliffhanger in the bargain, introducing a new moral dilemma and setting the stage what promises to be a breathless final volume. I’m keen—Five Worlds has been an annual stop for me, and I look forward to seeing how it all plays out.
Five Worlds is a marvel of coordinated effort and cohesive design; again, its author-in-five-persons communicates like a single voice. Its world-building is lovely—I would happily pore through sketchbooks showing the collaborative process behind these books. That said, I’m starting to wonder whether the series’ complex rigging, breakneck plotting, and moral certainty are robbing it of some degree of complexity (as opposed to structural complicatedness, which it has in spades). The effect of Five Worlds on me, so far, has been like that of an action movie with soul, but its compression and momentum have not allowed for the sort of complex characterization that marks, say, Jeff Smith’s Bone, whose deepest characters, Rose Ben and Thorn, are sometimes at odds and go through hard changes. Five Worlds gestures toward the hard changes, and has enough soul to tend to the hearts and minds of its heroes, but everything feels a bit rushed. Despite the loveliness of the proceedings, then, at times the generic tropes come across as just that (Stan Moon, for example, speaks fluent Villain). When stories are ruthlessly streamlined, often what we remember are the clichés.
I hope not.
I look forward to the last chapter, The Emerald Gate, which I hope will bring everything—world-building, political urgency, and layered characterization—into balance one last, splendid time. When I open up the fifth and final volume, I’ll be holding my breath.
The Tea Dragon Festival. By Katie O’Neill. Oni Press, ISBN 978-1620106556 (hardcover), 2019. US$21.99. 136 pages.
I read The Tea Dragon Festival during an early morning idyll, propped up in bed with a cat curled up on my lap (our cat Max likes to hang with us when we read). That sounds about right — it’s that kind of book: tranquil, comforting. A purring cat, basking in a morning ritual, is a pretty good stand-in for the semi-domesticated “tea dragons” that populate its world. In fact, here on KinderComics I described this book’s predecessor, The Tea Dragon Society (2017), as an “idyll full of greenness and life” and a “cat-lover’s daydream.” The same goes this time.
The biggest problem I had with this sumptuous book was reading it by diffuse sunlight: O’Neill’s occasional layering of dark or muted colors posed a challenge to my eyes; I couldn’t make out certain expressions and overlapping shapes. I ended up having to turn on my reading lamp and point it directly at the pages — then the expressions popped. So, I recommend reading The Tea Dragon Festival by strong light; then you’ll really get to see O’Neill’s ravishing color work. When well-lit, the book fairly glows.
Cover blurbs describe Festival as warm, charming, and gentle. Again, that sounds right. The story skirts pain and hardship; though it evokes some subtle melancholy, its characters are not burdened with difficult ethical decisions or hard losses. The vibe is green, dreamlike, and utopian (with the now-expected traces of Miyazaki). The one potential source of serious conflict appears and disappears in a handful of pages. In fact, the book is so quiet and anodyne that it’s quite a surprise when a fight briefly breaks out:
Like its predecessor, Festival takes place in an eco-topia: an idealized rural culture defined by caring community and respect for traditional crafts. The story, again, focuses on a growing girl who is learning a craft — in this case, cooking — and her interactions with dragons — this time, not just miniature tea dragons but also a full-blown, shape-shifting, often humanoid dragon. This dragon, Aedhan, considers himself the appointed protector of the girl, Rinn’s, village, but has been waylaid by a magical, eighty-year sleep, from which he has only just awoken. He is filled with regret for the years he has missed. Rinn takes responsibility for helping Aedhan get to know her people and acculturate to village life — so, once again, the story revolves around the sharing of memories, as Aedhan moves from outsider to trusted villager. Though longer and more ambitious than the first book, then, Festival takes up the same concerns and exhibits the same qualities.
I like O’Neill’s work for emphasizing, as I’ve said before, loving connection and tender gestures. But I have to repeat another observation too: this book’s delicacy left me wanting more complication, more trouble. I wanted a harder story, something that would show the characters’ values when put to a fiercer test. It’s easy to love the world O’Neill has created, one of sharing and openness, indeed a queer, feminist, anti-capitalist utopia. Clearly, she herself loves the world and its characters. I particularly like the inclusion of signing (American Sign Language) as a plot element, which sharpens O’Neill’s already impressive sense of (in this case literal) body language. The story, though, gives no sense that the apple cart has ever been upset, or the people’s equanimity challenged, by the ordinary work of survival. O’Neill seems to prefer quieter dilemmas, smaller stakes. Festival is sweet and affirming, but its plot evanesces soon after reading, leaving behind an impression of a personal wonderland, exquisitely tended and mostly about the pleasure of its own rendering.
I’ll happily read more by O’Neill: she’s a gifted cartoonist and book artist. Each time I read her, though, I become terribly aware of my own cynicism. Harrumph!
Coming-of-age stories about young witches have definitely become a genre in young readers’ graphic novels: a means of blending fantasy and Bildungsroman, and of telling stories about gender and sexuality, sometimes about other forms of difference, and about resistance versus conformism. Generally, these witch stories offer gender-conscious, often queer-positive, fables of identity. Post-Harry Potter, but often rejecting the Potter novels’ emphasis on passing in the mundane world, they also seem influenced by Hayao Miyazaki and the magical girl franchises of anime and manga. Here are reviews of three graphic novels about witches that came out, one after another, last fall:
The Okay Witch. By Emma Steinkeller. Aladdin/Simon & Schuster, ISBN 978-1534431454 (softcover), Sept. 2019. 272 pages, $12.99.
A girl named Moth, a misfit in her Salem-like town, discovers that she comes from a line of superhuman witches, her mother is more than three centuries old, and her family is entangled in the history of the town and its witch-hunters. Moth’s grandmother has retreated into a timeless, otherworldly utopia for witches, while her Mom has embraced the mortal world and sworn off witchcraft. Grandmother and Mom argue over Moth’s destiny, while Moth seeks her own way. There’s an intriguing story hook in this middle-grade fantasy, which poses an ethical dilemma about retreating from, versus engaging, an imperfect world — and suggests an allegory of America, in which women of color (Moth and family) expose and challenge the culture’s white-supremacist and patriarchal origins (the witch-hunters). However, The Okay Witch seems tentative and underthought, hobbled by blunt exposition, shallow characterization, and patchy drawing. Steinkellner’s characters are designedly cute and expressive (her style reminds me of Steenz), and she seems to grow into the work as she goes, but the results are unsteady. The breakdowns and staging of action sometimes confuse, the settings lack texture and depth, image and text do not always cooperate, and distractions such as crowded lettering and jumbled perspectives dilute the impact. The novel is progressive, hopeful, and charming, much more than the pastiche of Kiki’s Delivery Service suggested by its cover, but still strikes me as a derivative, uncertain effort.
Mooncakes. By Wendy Xu and Suzanne Walker. Lettered by Joamette Gil; edited by Hazel Newlevant. Roar/Lion Forge, ISBN 978-1549303043 (softcover), Oct. 2019. 256 pages, $14.99.
Mooncakes is a Young Adult fantasy about witches, werewolves, and demons, set in a world where magic is — well, not commonplace, but not unheard of either. More than that, it’s a gentle romance between two sometime childhood friends, now young adults: Nova, a witch who lives and works with her grandmothers (also witches); and Tam, a genderqueer werewolf and a refugee, running from cultists who seek to exploit their power. Even more, though, Mooncakes is a paean to community: a culturally diverse, queer one that helps Nova and Tam bind demons and face down their adversaries. The complicated plot hints at a world in which the relationships between technology and magic, humans and spirits, and the living and dead could take volumes to explore. Xu’s drawing is organic and expressive, her pages lively variations on the grid, with occasional dramatic breakouts. The settings are richly textured, the colors thick, a tad cloying. The emotional dynamics are enriched with grace notes of characterization (Xu and Walker know when to take their time). That Nova is hard of hearing is a point gracefully handled, neither central nor incidental. The story is finally a bit too pat, and reworks some shopworn elements — again, there’s that whiff of Miyazaki, with animal spirits and talk of a young witch’s apprenticeship. Yet the distinct characters and budding romance make it click.
The Midwinter Witch. By Molly Knox Ostertag. Color by Ostertag and Maarta Laiho; designed by Ostertag and Phil Falco. Scholastic/Graphix, ISBN 978-1338540550 (softcover), Nov. 2019. 208 pages, $12.99.
The Midwinter Witch rounds out Ostertag’s middle-grade Witch Boy trilogy — though I dearly wish this wasn’t the last book, since she has created such a beguiling world and winning family of characters. The series keeps getting better, and this volume hints at conflicts and potential that could sustain even deeper explorations. Here, Aster (the gender-nonconforming “witch boy”) and Ariel (a character introduced in the second book, The Hidden Witch) and their friends attend the Midwinter Festival, a yearly reunion of Asher’s extended family. There they compete in a tournament that requires each of them to face their fears: Aster’s of defying a strictly gendered tradition, Ariel’s of not fitting in, of being the orphan and odd witch out. Acerbic and defensive, Ariel is not sure she can become part of Asher’s very welcoming family. A dark force from her past looms up, luring her to a different path and leading to a confrontation that is all too quickly resolved — I wanted to know more about Ariel’s particular darkness and its source. The payoff, though, is lovely and affirming. The Midwinter Witch is a remarkably sure-handed work of cartooning, enlivened by deft, often silent, characterization, artfully designed pages that mix the grid with bleeds and multilayered spreads, and felicitous coloring. Overall, it’s a marvel of elegant, empathetic storytelling — a new high for Ostertag.
By way of conclusion, I invite KinderComics readers with insights into this genre to weigh in with comments! I'd love to hear from readers with a strong interest in this kind of story; I'm eager to gain a fuller sense of the witch's tale, where it comes from, and what it might mean for culture and for comics. I see literary, cinematic, and anime/manga influences in this genre, but still find myself wondering, why is the witch's tale flourishing now, as a comics genre? How does the treatment of the witch's tale in comics differ from its treatment in prose?
5 Worlds: The Red Maze. By Mark Siegel, Alexis Siegel, Xanthe Bouma, Matt Rockefeller, and Boya Sun. Random House, May 2019. Paperback: ISBN 978-1101935941, $12.99. Hardcover: ISBN 978-1101935927, $20.99. 256 pages.
5 Worlds — the epic science fantasy series by brothers Mark and Alexis Siegel and the artistic team of Xanthe Bouma, Matt Rockefeller, and Boya Sun — has been overstuffed with invented worlds, scenic wonders, and dizzying plot twists from the start (that being 2017’s The Sand Warrior and its 2018 followup, The Cobalt Prince). The series has bounded from one setup to another with a breathless energy and worked up a sprawling, spiraling plot. Its delights are many, but its confusions too, inspiring mixed reviews from yours truly (the first here, the second here). It’s a labor of love, obviously, and the complex collaboration behind it has wrought visually seamless results: a remarkable artistic and editorial feat. There have been times, though, when 5 Worlds has seemed to rush narratively from one thing to another: this world, and then that; a tip o’ the hat to this influence, then that one; another disclosure of tangled backstory, another "huh?" moment. I’ve sometimes wondered if the influences were going to cohere into something distinct, and if the long game wasn’t getting in the way of the individual volumes. But no longer. The recently-released third book, The Red Maze, gathers up, extends, and deepens 5 Worlds with confident character and thematic development, careful pacing, and a troubling relevance. It’s the strongest, most sure-handed of the three books to date, also the sharpest and most topical. An ambitious entry, it gains depth on rereading, while still pulling this reader eagerly on, toward the next volume. Now we’re talking.
Briefly, 5 Worlds depicts a system of five planets (to be visited over the series’s five volumes) that are dying of heat death and can only be saved by the lighting of a series of ancient “Beacons,” one on each world. Each new volume of the series focuses on one of the worlds and uses an integrated color scheme implying the dominant culture(s) of that world. The protagonists, a classic heroic triad, are Oona, trained in the ancient discipline of “sand dancing,” who is tasked with reigniting the Beacons; An Tzu, a street urchin of unknown origins and powers, still coming into his own; and Jax, a sports star and (secretly) an android, though archly nicknamed “The Natural Boy.” Each has an unfolding origin story full of twists and surprises, from Oona’s true heritage (revealed in The Cobalt Prince) to the newfound humanity of the Pinocchio-like Jax (who was waylaid for most of the second book but returns and grows more complex here), to An Tzu’s “vanishing illness” (i.e. disappearing body parts) and newly discovered oracular powers. All three have nonstandard, stereotype-defying qualities and hail from vividly realized cultures (carefully imagined in terms of ethnicity and class). In The Red Maze, all three have arcs, problems, and discoveries, without any one of them being overshadowed by the others. From the book's opening, a frantic action scene that reintroduces Jax, to its final pages, which tease the forthcoming Volume Four, the plot rockets along, and yet, more so than in past volumes, makes room for quiet, character-building exchanges and epiphanies. The Red Maze made me want to reread all three volumes with an eye on that proverbial long game. If the second book improved on the first, this new volume overleaps them both.
The Red Maze’s special power comes partly from its pointed political relevance. The book allegorizes the current politics of our world in a way that's pretty much on the nose, and crackles with urgency. At last, it seems that 5 Worlds is discovering (or perhaps I am just belatedly discovering?) its themes, which include, broadly speaking, fighting impending ecological disaster while speaking truth to power, and finding one’s identity in principled resistance without losing the joy of life. The Red Maze depicts its heroes saying "hell no" to the short-sightedness and greed of oligarchs and false populists who have vested interests in denying that anything is wrong. Along the way, of course, it tells multiple coming-of-age stories, as each of our three heroes has self-discoveries to make — but it's the constant backdrop of world-threatening climate change that sharpens everything and raises the stakes. This particular volume takes place on “the most technologically advanced of the Five Worlds,” the supposedly free and democratic Moon Yatta, against the background of, ah, an election campaign that pits the ordinary mendacity of a self-serving incumbent politician against the demonic scheming of a populist gazillionaire challenger, a demagogue boosted by authoritarian media and keen to exploit xenophobia. Both would like to silence our heroes’ message of looming environmental collapse. Basically, we’re dealing with climate change denial here, as well as a stew of political chicanery, nativism, and bigotry. Familiar?
There’s more. The Yattan regime, we learn, suppresses a minority of protean “shapeshifters” who have the ability to change bodily form (and gender) but who are subdued by “form-lock” collars (clearly, signs of enslavement). Signs of oppression are everywhere, most obviously in a diverse crew of rebellious street kids who become an intriguing if perhaps under-developed new supporting cast. Despite the kids' help, though, our heroes' attempts to penetrate the industrial complex or “maze” around Moon Yatta’s Beacon come to nothing. So, desperate measures are called for. Jax, athletic superstar, is coopted to play in a much-hyped televised championship that becomes a propaganda coup for the challenger, supported by the obscenely wealthy “Stoak” brothers. And if all that doesn’t come through clearly enough, allegorically, consider this blurb on the book’s inside front cover:
...Moon Yatta is home to powerful corporations that have gradually gained economic control at home and on neighboring worlds... [Its] democratic system of government is widely admired in the Five Worlds, but there is increasing concern that it may be undermined by the political influence of its corporations.
Indeed, a cabal of super-rich profiteers, aided by the rantings of a Limbaugh or Alex Jones-like media blowhard, works to undercut the Yattan democratic system. Everything, it seems, is about money, even health care: a hospital scene depicts a boastful, tech-savvy doctor determined to leech every penny from his patients. Other scenes show populist xenophobes towing the oligarchs’ line and condemning the shapeshifters for threatening the social order. Racism and homophobia are implicitly evoked (you have to read between the lines, but what’s there isn’t that hard to see).
Unsympathetic readers might call this propaganda, but children's fiction, including fantasy fiction, has always been value-laden if not didactic. My description may make The Red Maze sound less like a story than a screed, but it actually is a story, and a thrilling one, a rattling good yarn. At its heart is a spiritual crisis for Oona: the weight of expectation on her is so great that it crushes her joy in dancing, in using her near-magical art. She falters, bewildered and panicked by the retreat of her powers. (This recalls, for me, Kiki’s temporary loss of confidence and magic in Miyazaki’s adaptation of Kiki’s Delivery Service.)
Late in the book, a training sequence, that is, a mentor-mentee sequence, allows Oona — and the story — a calming and refocusing moment, a catching of breath. Thus Oona is able to take a perspective beyond that of the looming crisis, and learn a crucial new power. Her dilemma has to do with finding ways to sustain her spirit in the face of overwhelming environmental and political odds: how do you keep going when things are so terrible? That’s a kind of dilemma, and story, that needs telling right now.
Oona's mentor Zelle (one of a long line of mentor or donor figures in 5 Worlds) tells her, “We each have our own red maze. We can be lost there.” What’s needed, Zelle suggests, is joy and inspiration: some delight in the doing, right now, whatever the odds against us. Oona, though, admits that she feels stuck “inside the red maze. I feel confused just thinking about the place.” She has to look for other perspectives on her task, other angles on the problem. Out of that crisis comes the through-line that gives The Red Maze its depth and integrity.
This third volume of 5 Worlds makes everything click. It's aesthetically dazzling, of course; 5 Worlds has always been beautifully designed, rendered, and colored. The Red Maze is another master class in revved-up graphic storytelling, the pages at times bursting into frenzied action, during which bleeds, diagonals, and unframed figures spike the book's ordinarily measured and lucid delivery (dig, for instance, the ecstatic climax). The series has always been good at that sort of thing. Yet now 5 Worlds is jelling narratively and thematically. The Red Maze builds smartly on the previous books, and brings fresh nuances to its heroes, growing each into a deeper, more interesting character. The myriad artistic influences are still there, but the world-building no longer feels, say, stenciled from Miyazaki; instead the story-world has gained enough heft and momentum to draw this reader into its own singular orbit. And the stakes feel genuinely high.
I expect that, when 5 Worlds is completed, rereading it all and watching it come together is going to be a very rewarding experience. Granted, The Red Maze won't make sense to those who haven't read the first two volumes: though 5 Worlds has a modular structure (one world per book), it is definitely one continuing story, not an episodic series. (Start with The Sand Warrior.) But this third volume is a terrific reward for those who've been following along: a timely, urgent, artfully layered adventure. I think we’re looking at some kind of monument in the making.
Random House provided a review copy of this book.