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!
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.
Thirsty Mermaids. By Kat Leyh. Gallery 13 / Simon & Schuster, 2021. ISBN 978-1982133573, $US29.99. 256 pages, hardcover.
Briefly, Thirsty Mermaids is an absolute ass-kicking delight of a graphic novel, a riotous yarn about three loopy mermaids who, thanks to a drunken binge and some iffy magic, get stranded on dry land in human form. In what starts as a sort of screwy Disney parody, the three mermaids, Pearl, Tooth, and Eez, find themselves part of our world, marooned at a seaside tourist trap (very much Spring Break territory) and taken in by a kindly bartender, Viki, who soon becomes part of their friendship “pod.” What ensues is a series of raucous escapades, ever escalating, as the three mermaids struggle to pass as human, make sense of human bodies and customs, and find landlubber jobs, all while hoping that the spell that humanized them can be reversed so that they can return to the sea.
Author Kat Leyh is known for co-writing the Lumberjanes series and for the exquisite middle-grade graphic novel Snapdragon (reviewed here recently). I guess Thirsty Mermaids is what happens when she is not working specially for young readers. Make no mistake, this is a ribald comic, full of drunken humor, F-bombs, and, often, naked mermaids. So, this is Leyh working blue. From the start — a great drunken belch that shatters the Romantic loveliness of the undersea setting — we understand that our three freewheeling, hard-drinking mermaids have no Fs left to give. From binge to hangover to regrets, this is a story of them screwing up, a sort of R-rated comedy of friendship amid bad behavior (Leyh's original working title for it was Merbitches). Oddly enough, though, the whole thing feels quite innocent and good-natured. If the book has a potty mouth, there is not one mean-spirited bone in its body. Sure, I wouldn’t hand it to a ten-year-old (and, really, the hardcover format and high cover price seem designed to steer kids away). Then again, I wouldn’t try to wrest it from a ten-year-old’s hands either. I can imagine certain teenage readers, especially those raised on Disney, delighting in its raw humor and affirming characterizations.
If the story of Thirsty Mermaids starts out as a romp, it gains in depth and sympathy as it goes. While Pearl and Tooth take on human jobs and relationships, Eez struggles with depression and confusion, separated as she is from the source of her identity and her magic. From near-constant chuckles to a nervous empathy with the characters, I found myself pulled in, deeper and deeper — ultimately into what turned out to be a layered story with a climax so awesome that I literally mouthed expletives when I got to it. No lie! What I observed of Snapdragon applies here: an inclusive, queer-positive ethos; vivid, gutsy cartooning; a mix of irrepressible drawing and narrative subtlety. Yep, that’s Kat Leyh for you. Man, is she good.
Thirsty Mermaids isn’t “for" children, but it’s a charming adult comedy in dialogue with childhood stories. Its pages are inventive, elastic, color-drenched, and wild — they hit that impossible sweet spot between rambunctiousness and elegance. I can’t think of a recent comic that has given me more spontaneous pleasure.
Mamo #1-3 (of 5?). By Sas Milledge. BOOM! Studios / BOOM! Box. July-September, 2021. $US 4.99 per issue. 44-56 pages each.
I don't ordinarily review periodical comic books, in the sense of single issues aimed at the direct market, on KinderComics, especially when the stories are still in progress, but for Mamo I must make an exception. Sure, this fantasy about two young women sharing magic and solving problems together is yet another witch-themed story for young readers (of the type I've been covering lately, here, here, here, here, and here). Sure, its storyworld and its visuals are decidedly Miyazaki-esque, with particular nods, I think, to Miyazaki's versions of Kiki's Delivery Service and Howl's Moving Castle. Genre-wise, this has become familiar territory: I'm convinced that Hayao Miyazaki is the key to much of what is happening in contemporary fantasy comics (see for example my comments on Mark Siegel and company's 5 Worlds or Tillie Walden's Are You Listening?). I see many homages to his work even when attending small-press festivals. In that sense, Mamo is not new. But Melbourne-based artist Sas Milledge really delivers the goods here. This is a nuanced, breathtakingly beautiful story, with smart, insinuating characterization, a deliberate, thought-through, but not mechanical approach to magic, and a healthy respect for mystery, both the secrets of the heart and of the world. It really is something, and I can't wait to read it to the end.
I won't go into detail here (I expect to come back to Mamo when it is collected), but, briefly, the story takes place in and around an agrarian village, a place that may coexist with the modern world yet seems firmly preindustrial and bucolic. The setting seems vaguely European, ambiguously Irish or Scandinavian or Nordic (with perhaps a nod to Finland's Tove Jansson). But the ambiguity may be important. Protagonist Joanna Manalo, or Jo, is a Filipina. Her co-protagonist, the book's leading witch, boasts an Irish name, Orla O'Reilly. Their village includes a variety of people. Jo and Orla's relationship is the mainspring of the plot: Jo enlists Orla's aid to counteract a seeming spell or curse that overlies the village. Orla's grandmother, the Mamo of the title, once served as the village witch but seems to have died, while yet leaving behind traces of herself that contain powerful and vexatious magic. Jo and Orla must travel round the village and environs to find spots haunted by Mamo, spots of weirdness and trouble that need to be calmed. So far, Mamo is less a character than the precondition of the whole story, but exactly why her spirit is still unsettled remains a mystery, as does the nature of Orla's seemingly ambivalent relationship to her grandmother. As Orla and Jo circle round the village, marking a map to chart their progress, the two women develop a wary yet increasingly warm friendship (and perhaps something more?), and each reveals secrets.
Two things really impress me about Mamo. One is the sense of atmosphere conveyed by Milledge's gorgeously colored pages (produced in collaboration with color flatter Belle Murdoch). The environments here remind me of Kazuo Oga's beautiful art direction and backgrounds for various Studio Ghibli films, including many of Miyazaki's: My Neighbor Totoro, Kiki, and so on. The mingled colors and shadows, the play of shadow over color and over forms, results in a transporting loveliness. Even the darkest moments are dappled with filtered sunlight, a delicious effect that Milledge can't seem to get enough of. I'm reminded of Tillie Walden's bold way with colors, as well as, of course, the quietly lovely countryside of Totoro.
The other thing that gets me is, again, Milledge's understanding of magic. Mamo has its own theory or philosophy of magic, which emphasizes giving, accepting, and mutuality: the sharing of power (power shared is power doubled). Magic means relationships, and that means constraints and obligations, not just unbridled power. Favors and connections are everything. The idea that magic comes with obligations and limits isn't new (I picked something like this up from reading Le Guin's Earthsea, long ago). But Milledge seems to have thought this issue over very carefully. Logically, her philosophy of magic provides the ideal setting for the story of a budding relationship; really, the relationship and the magic are the same thing. I get the feeling that magic, in Mamo, is a meaningful system built out of mutual regard and strong feeling. All this is conveyed without pedantry or tedious exposition. Many fantasy writers have tried to work out a system of magic that preserves a sense of mystery and wonder without giving way to an anything-goes sort of sloppiness. Milledge does this better than most, the result being a very grounded, though no less wondrous, type of fantasy.
Mamo is the kind of comic book that overcomes my habit of trade-waiting: a floppy series that compels me to break down and just buy the next issue, already! A warmly humanistic, implicitly queer-positive, inclusive fantasy, it's also an aesthetic delight. I recommend checking it out.
Snapdragon. By Kat Leyh. First Second, 2020. ISBN 978-1250171115, $US12.99. 240 pages.
I favored Snapdragon to win this year’s Eisner Award for Best Publication for Kids (though, um, another book ended up winning). Of all the recent comics about witches that I’ve reviewed here, Snapdragon strikes me as the most sure-handed and persuasive, as well as the richest. It shares with most of the other “witch” books a progressive, inclusive, queer-positive ethos and Bildungsroman structure. Snapdragon, though, brings even more to the table, without ever overcramming or pushing too hard. Unsurprisingly, the book has a utopian, welcoming, vibe, but author Kat Leyh stirs in so much complicated humanness that the results never seem pollyannish or schematic. What we get is a winningly complex cast of characters, queer and trans representation that is central to the story while being gloriously unflustered and direct, spooky supernatural details that resolve into unexpected affirmations, and, above all, vivid and confident cartooning – one terrific, nuanced page after another. I was just a few pages in when I realized that I was in the hands of a master comics artist.
The book has guts. Its first panel delivers a closeup of hungry birds tearing into carrion (roadkill), then zooms out to Snapdragon, or Snap, barreling through the woods on her bike. “Our town has a witch,” Snap’s opening captions tell us. “She fed her eye to the devil. She eats roadkill. And casts spells with the bones…” So, by way of opening, Leyh leans into the creep factor:
But Snap, a fierce young girl, isn’t having it; the town’s rumors of a witch are “bull,” she thinks. “Witches ain’t real,” her skeptical thoughts go, as she brings her bike skidding to a halt in front of the witch’s (?) home. But soon enough Snap has joined forces with this supposed witch, a quirky old woman named Jacks who cares for animals but also salvages and sells the bones of roadkill to collectors and museums. Is Jacks a witch? Does she wield real magic? The book remains coy about this until halfway through, but Snap quickly bonds with Jacks, who welcomes Snap into her work, mentors her in animal anatomy and care, and becomes a sort of avuncular (materteral?) queer role model.
That bond helps Snap claim her own implied queerness – that, and Snap’s friendship with Lou/Lulu, an implicitly trans schoolmate labeled as a boy but anxious to claim her girlness. All the book’s relationships are worked out with care, including the crucial one between Snap and her overworked but wise single mom, Vi. Leyh’s characterization is slyly intersectional, including sensitivity to class (Lu and Snap are neighbors in a mobile home park, a detail conveyed with knowing matter-of-factness). Almost every character has more to give than at first appears – the sole exception being Vi’s toxic ex-boyfriend, a heavy whose sudden reappearance at the climax is the book’s one surrender to convenience. Everything else feels truly earned.
Snapdragon is the kind of book that, described in the abstract, might seem to be playing with loaded dice. In less sure hands, its story could have come across as pat and programmatic, a matter of good intentions as opposed to gutsy storytelling. But, oh, Leyh is absolutely on point here; her mix of irrepressible cartooning and narrative subtlety, of bounce and insinuation, is a wonder to behold. Snap and Jacks are great characters, and in good company. Their world feels real and vital. Leyh infuses their story with grace, understanding, and nonstop energy. I’ve read this book multiple times and expect to read it again. I’d read sequels, if Leyh wanted to offer any. And I’ll follow her whatever she does.
Jonna and the Unpossible Monsters. Book One. Written by Chris Samnee and Laura Samnee. Drawn by Chris Samnee. Colors by Matthew Wilson. Lettering by Crank! (Christopher Crank). Oni Press, August 2021. ISBN 978-1620107843, $US12.99. 112 pages.
Jonna and the Unpossible Monsters has a premise that was just waiting to happen, one that somebody, somehow, had to get around to: a postapocalyptic children's fantasy about fighting giant, kaiju-like monsters. There's a touch of Jack Kirby's Kamandi, the Last Boy on Earth about this, and maybe a touch of Pacific Rim too. Co-creators Laura Samnee and Chris Samnee describe Jonna as a story they "could share with [their] three daughters," something created "for them" but also "inspired by them"; the comic, though, will appeal to action-starved fans of Chris Samnee's work on such superhero comics as Thor the Mighty Avenger, Daredevil, Black Widow and Captain America (or his current martial arts fantasy with writer Robert Kirkman, Fire Power). The heroic Jonna is a wild, monster-clobbering girl with a whiff of Ben Grimm or Hellboy. She comes across as untrammeled, almost feral, yet delightful. When Jonna goes missing in a ruined, kaiju-ravaged world, her older sister Rainbow – the more fretful, responsible one, naturally – tries to find her, then corral and (re)civilize her. Jonna, though, remains a unpredictable force of nature. You don't need to know much more; the first half dozen pages give you whopping big monsters, and plenty of synthetic worldbuilding. There's a sense of the familiar about all of it, but novelty and excitement too.
By now it's almost a cliché to speak of Chris Samnee's masterful storytelling and sheer chops (I've paid tribute before). It is true that I will read just about anything drawn by him, especially when it's colored by Matt Wilson, his steady collaborator for more than a decade. Granted, I got impatient with Fire Power within a few issues. Though I dug its bang-up start, Fire Power strikes me as a shopworn White martial arts fantasy à la Iron Fist; it's tropey, and conceptually a bit tired. I've stayed with it, however, because of Samnee and Wilson's visuals, and it has become my monthly dose of old-school craft and loveliness, balancing breathless action with an Alex Toth-like elegance. Samnee manages to be polished and rugged at once; his drawing offers classicism and grace, but with a terrific infusion of energy. Jonna, I think, may be the best thing he has ever done: the pages sing, and roar, and astonish with their gusty action and playfulness. Freed somewhat from the stylized naturalism of mainstream superhero comics (though that skill set is still very much in evidence), Jonna cartoons with a joyful freedom. Wilson's coloring, too, is eye-wateringly good.
All this is my way of saying that Jonna is craftalicious and affords plenty of gazing and rereading pleasure after the initial readerly sprint. But what does it amount to? On some level, it remains a kind of superhero comic, not only because Jonna packs a mean punch but also because a couple of other characters discovered along the way, Nomi and Gor, are seasoned fighters as well (Nomi boasts powerful prosthetic arms). So, this is a slugfest. But there's more: moments of poignancy, sisterly anxiety, and Jonna's weird, ferine energy and charming social cluelessness. And the Samnees allow a certain melancholy to creep in; the world of Jonna is a fallen one, full of sundered families, lost loved ones, bereavements. In one scene, a ragtag group of survivors huddles around a fire, and their dialogue says a lot: My whole family gone. My home destroyed. My village destroyed. Everything destroyed. Without pressing the point, the story has a genuinely apocalyptic feel that, to me, reeks of COVID. That it manages to be cockeyed and funny at the same time is no small feat.
Though billed as a children's story, Jonna is just as much for grownups. The book (originally serialized in floppy form) splits the difference between direct market-oriented cliffhanger series and middle-grade graphic novel, so it's courting multiple audiences. Moreover, a theme of "families and belonging" (as the Samnees put it) threads through the book, familiar from many an animated family film, and like such films Jonna offers adults a kind of reassurance even as it aims for kids. That is, it offers childhood as a cure for ruin and heartbreak. The basic ingredients are familiar – there's nothing revolutionary about this tale – but I'm at a time in my life where seeing kids wallop monster does me a world of good. This first volume (a second is promised for Spring 2022) sets up some mysteries, not least the mystery of Jonna herself, and doesn't answer very many questions, but I enjoy paging through it and rereading it. In fact, I enjoy it more than I can say.
PS. The excellent magazine PanelxPanel, by Hass Otsmane-Elhaou and company, devoted a good chunk of its May 2021 issue (No. 46) to Jonna, and includes a revealing interview with Chris Samnee. Plus, the issue contains other articles on depictions of children and on young readers' graphic novels. Well worth checking out!
An Embarrassment of Witches. Written by Jenn Jordan and Sophie Goldstein; art by Sophie Goldstein. Coloring assistance by Mike Freiheit; calligraphy by Carl Antonowicz. Top Shelf, 2020. ISBN 978-0593119273, $US19.99. 200 pages.
Lately I've been reviewing Bildungsromane about young witches in training (here, here, and here). I thought An Embarrassment of Witches would be one of those, but it really isn't. Yes, it's a coming-of-age story, but it's also a grad school comedy about the experiences of two fairly new adults (not young adults in the adolescent sense) whose loved ones are high-powered academics or wannabes living in a rarified intellectual world ripe for satire. It happens that this world is one in which magic is commonplace, one where you can go to grad school to study "metamystics," and where shopping malls include businesses like Taco Spell and Aleistercrowley & Witch. But the story does not focus on learning witchery or spellcraft. It deals with applying for jobs and school, with internships, and with tense people having relationships at a bemusing transitional moment in their lives. It reads like a Friends-style sitcom combined with an academic novel, but is not as acrid as that might sound. Tonally, it reminds me of John Allison's splendid college comedy, Giant Days; its character writing is just as adult and just as piquant, and it conveys a similar sense of benign absurdity.
Briefly, the story focuses on two best friends and roomies, Rory (Aurora) and Angela, and how their friendship is sorely tested by the moves they have to make toward autonomous adulthood: feckless Rory walks away from her supercilious boyfriend and begins looking for a new direction in life, while Angela takes an internship supervised by, of all people, Rory's mother, a famed and fearsome academic. Lies, evasions, and secrets result in a complicated tangle. Eventually, Angela and Rory have to renegotiate the terms of their friendship on a more adult basis. The plot reveals the unreliability and stumbling humanity of just about everybody, without demonizing anybody (characters who at first appear flat turn out to have depths). The book is smart, funny, and endlessly inventive, and scatters little comic jewels on almost every page. Rory and Angela are knowingly and subtly written, with great attention to their brittleness and quirks and, especially, the mostly unspoken complexities of their relationship. This is witty, human, open-hearted stuff.
Art-wise, An Embarrassment of Witches is a formally inventive knockout. The character designs are sharp and distinctive, the visual worldbuilding is a hoot, and the book looks like no other. Goldstein dispenses with gutters and borders, favoring jampacked full-bleed pages in which the panels rub right up against each other. The results are a bit overwhelming due to sheer density, but that jibes with the book's emphasis on complex social dynamics. It also makes the book a delight to page through again and again (the disorienting, Escher-like cover is just a hint of the pleasures and challenges inside). The limited color palette — two purples, a near-turquoise green, celeste blue, and a kind of mellow yellow — may sound iffy in the abstract, but works brilliantly in practice, making the book into a cohesive world of its own. All this is to say that the wittiness of the story is matched by an outpouring of visual wit. In short, An Embarrassment of Witches is a full-on delight.
Witchlight. By Jessi Zabarsky. With coloring by Geov Chouteau. RH Graphic/Random House, 2020. ISBN 978-0593119990, $US16.99. 208 pages.
I guess you say that this review is part of an occasional series (heh).
In an unnamed land—a marvelous, culturally syncretic fantasy world—two young women undertake a magical quest and, as they go, learn how to care for one another. One of them, Lelek, volatile and enigmatic, is a witch who has lost half her soul. The other, her newfound friend (well, at first her kidnappee) Sanja, is determined to help find it. Love blooms between them—a matter of blushing shyness at first, but then owned and enjoyed with a winning matter-of-factness. As they travel, Lelek and Sanja scare up money by challenging local witches to duels, but often end up learning from those same witches; their travels uncover woman-centered communities and hints of matriarchal lore and magic. The larger culture hints at witch-hunting and misogyny, and this leads to a harrowing twist in the final act, but also, by roundabout means, to the resolution of a mystery and a ringing affirmation of Lelek, Sanja, and everyone they’ve befriended en route.
Originally published by Kevin Czap’s micro-press Czap Books in 2016, Jessi Zabarsky’s Witchlight is a gorgeous and soulful feast of cartooning in a clear-line but vigorous, rounded style (which reminds me a bit of Czap’s own). It grows more confident in its linework and layouts as it goes. Beautifully colored by Geov Chouteau, the pages sing with an assured minimalism and harmony. I suppose the backstory and conflicts could be established more firmly—the plot might be clearer—but on the other hand, I enjoyed immediately diving back into the book to better understand its dreamlike premises. The book’s feminist, antiracist, and queer-positive ethos are a part of that dream and arise organically from the world Zabarsky has created; she uses her secondary world to imagine a better one. The utopian vibe is complicated by emotional and social nuances and an earned sense of loss and struggle. More than anything, Witchlight radiates a sense of love, offhand intimacy, and the thrills of self-discovery. Zabarsky clearly delights in her characters. She is a great cartoonist, with another graphic novel promised from RH Graphic by year’s end. I can't wait!
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.