Showing posts with label Sandman. Show all posts
Showing posts with label Sandman. Show all posts

Friday, 12 December 2014

The Ocean At The End Of The Lane

There’s a line near the start of Sunset Boulevard. Nancy Olson dismisses William Holden’s screenplay with the words, “It’s from hunger.” This is something every writer recognizes: what you get when the Muse didn’t show up and you had to fabricate something to fill the blank page. The hunger doesn’t have to be for a rare steak or a new pair of shoes.

I often get this feeling from Neil Gaiman’s prose. The Muse he’s got chained up in his basement is the one for comics, not novels. The Sandman books would be the very first thing to go into my desert island trunk. His novels wouldn’t make it there even if I arranged for excess baggage.

This one, I thought would be different. An adult reminiscence of growing up in the 1960s in semi-rural England, feeding your imagination with Smash! comics and books of mythology, creating rituals to appease the monsters in the wardrobe, and recognizing that a numinous other world ran just below the skin of reality we can see. That’s right where I live, folks. The title The Ocean at the End of the Lane holds the same promise as the opening bars of “The Friends of Mr Cairo”: slough off that mundane skin and fantasy will fill your life.

I’m sure you can hear the “but”. I don’t want to give the impression there is nothing good about the book. Parts of it are excellent. The trouble is, with that title, you’re geared up to expect real wonder. I’ve been that seven-year-old kid and I can tell you something: it’s way more magical than this.

It starts promisingly, with death. The description of the opal miner’s arrival (running over a kitten) and later finding him gassed in the car, that’s all marvellous. But you can feel the moment that the author’s inspiration deflates and he allows his intellect to take over. We’re introduced to the Hempstocks, the family who live down the lane, and it is immediately obvious they are the triple goddess – the maiden, the woman and the crone – who will function as our Mary Sui Generis throughout. Where these three might have been mysterious and ambiguous (think what Alan Garner might have done with them) they instead pontificate in so desperate and on-the-nose a fashion that you begin to suspect Mr Gaiman thinks his readers might be a little on the remedial side.

Given a little more foreplay, the magic might yet have seduced us, but suddenly we’re thrust into a level of a videogame, gallivanting off on a inter-dimensional adventure on which the narrator is invited along for a throwaway reason that I don’t suppose the author even expects us to find credible. Please hang your disbelief at the door when you come in, it will help. A 10 hit dice monster is defeated, and pretty effortlessly at that, but in a way we can see is going to lead to trouble.

Back in the real world, the book starts firing on all cylinders again as the author starts cutting into a richer vein of inspiration. The narrator has to dig something out of his foot with a penknife (do little girls do that kind of thing?) but he doesn’t get all of it and now – like the Morrigan, like an evil Mary Poppins – the book’s villain shows up. Ursula Monkton, she calls herself, and my, she is breathtakingly nasty. She fucks the father, effectively replaces the mother in a Grimm transfiguration, enlists the sister as ally, and torments the narrator himself in a dozen petty, controlling ways. The dreadful high point of this part of the story has the father dunking his fully clothed son in an ice-cold bath while Ursula gloats from the doorway. His isolation is complete.

If it had gone on like that it would have been a masterpiece. Instead, one of those pesky nice goddesses waltzes in and deals with Ursula, snap, just like that. Did we ever doubt it? Not for a moment when young Miss Lettie Hempstock started spouting things like, “Ol’ varmints like you ent goin’ to take my friend.” Hokey and homey play well with the undemanding crowd who lap up this kind of fantasy.

In an interview at the back of the book, Mr Gaiman reveals that he wrote the book without planning. It began as a short story and just grow’d. And Alexander’s feet were carried clear of the ground by minions who thought he was a god, but authors who attain the same peak of all-conquering celebrity would do better to ignore those fawning editors and fans and remember that stories that are cobbled together on the fly are never going to be satisfying. (Unless, perhaps, the author is a genius. Outside of the medium of comics, Gaiman is not that.)

I kept thinking of two other books as I read this. Michael Frayn’s Spies is surely the antecedent for the novel’s voice, though Frayn carries off the older man retelling his childhood without the clangour of portentous faux-simplicity that keeps creeping into Mr Gaiman’s prose. And from the moment the narrator and the youngest yokel-goddess who befriends him set foot in the otherworld, I was put in mind of Robert Holdstock. But maybe you can only step once into Mythago Wood; in this case the terrain was more Dungeons and Dragons than rich, loamy awe.

I’m not sure why I find Mr Gaiman’s writing so brilliant and effective in comics and so jarring in prose. There is too much telling, too much coaxing. He backs away from darkness and wonder in favour of comfort and special effects. He will turn up the heat just as he would in a comic, but here he suddenly turns it down again. Is that because of an awareness that children might read the story? But children can be frightened witless without any lasting damage. Or is it simply because he was composing this story piecemeal, and sometimes the taps of the Hippocrene were flowing and sometimes not? I don’t know. It’s frustrating, because if this had been merely the first draft then something brilliant might have hatched from it. Instead we got a curate’s egg.

Back to the story. So now the author has dispensed with the antagonist who made it all personal and close to the family. But we’re only three-quarters of the way through the book. Whoops. Planning might have solved that, or even a rewrite, but this is all being improvised. Sometimes that can give you a direct channel to the unconscious and the goddess will sing (though hopefully not like a Sussex farm girl) but at other times your conscious mind just has to whip out the Meccano and build the best tracks it can in the time available.

In this case, delectably horrid Ursula is replaced by the game’s next boss: a bunch of other-planar vultures borrowed from Moorcock. As these critters are impersonal – they want to eat the narrator, but it’s just business – the story is losing altitude so fast by now that you begin to wonder if the author has bailed out. You sense him willing you to agree that he’s ratcheted up the tension: “Don’t you see? An ED-209 is much more dangerous than Long John Silver.” Even if power level alone was enough to create an interesting adversary, with the Fates themselves just over the field we know there is no threat (something we had actually forgotten while Ursula was briefly on stage) but a last-ditch attempt to make us pretend we don’t know that is made by having the oldest and most powerful of the Fates curled up in Odinsleep, that doze ex machina that we know from Thor comics will last as long as it needs to last.

“We can’t stop ‘em,” gasps plucky little almost-omnipotent Lettie. “Only Granny could an’ she’s asleep for maybe a hunnerd years.” In your dreams, Lettie. To nobody’s surprise, Granny wakes up and deals with it all as neatly as the Cat in the Hat’s clean-up machine. Is there a cost? Well, sort of. Lettie dies. Only she doesn’t really die. She’ll be back, we’re assured. Give it a decade or four; a good kip will knit up her ravell’d sleeve. The only hope is that we don’t have to read about it.

Saturday, 11 June 2011

Darkness is too easy

Back when I was working in games I saw a lot of concept pitches. If you’re picturing the likes of Pikmin or Ico or LittleBigPlanet – well, that would’ve been a job to get in early for. Instead, what actually seemed the most common effusion of the collective unconscious was a succession of dark, edgy takes on something like Alice in Wonderland or The Wizard of Oz.

In these pitches, Alice/Dorothy had usually gone psycho, confined to a mental asylum, her family dead or abducted by stark horrors that had pursued her from Wonderland/Oz. And from there it’s a paint-by-numbers to decide what had become of the Tin Man (cyborg), Cowardly Lion (serial killer), Scarecrow (cyborg serial killer) and so on. Those same writers would even have pitched Dark Pooh if Disney weren’t standing guard over Hundred Acre Wood with a very big stick indeed.

The reason why that’s such a heart-sink is not because I don’t like stories with a bit of darkness. More than a bit, in fact. My fave comic of all time is Sandman. No wait, it’s Watchmen. No, maybe it’s Swamp Thing. Whatever – all of those had darkness but they had light, beauty and humanity too. And, in the case of Sandman, real sweetness.

But plain unadorned darkness is just too facile. My wife Roz used to ghostwrite a middle-grade action-adventure series for a brand name author. The heroes were mid-teen crime fighters but the readership was centered on 10-12 year olds, meaning that sex and violence were mostly just hinted at. Over dinner one evening, for fun, Roz and I envisaged a YA version of the series, revisiting the characters a couple of years on and going right into the abyss with them. The kid whose obsession with computer hacking had given him a dangerously detached view of justice. The one who achieved his dream of joining the army but quickly became traumatized by the realities of modern warfare. The rich one, who had hardened and become arrogant working for her father…

In a dark pit struggling to reach the light. It almost writes itself. Trouble is, that’s so easy to do. And nothing good in writing is accomplished with ease.

As well as being the lazy writer’s option, a story of unremitting darkness is tonally boring. It’s way harder to write hope and humor and humanity alongside the horrors – which is why I value TV shows like Buffy, Fringe and Doctor Who. Yet in comics these days we so often see the stories copying the least original videogames, with heroes constantly being maimed or disfigured or driven mad. And, trust me, relentless twentysomething angst is not the way for comics to tap back into a broad market.

The best of the horror comics have heroes who are surrounded by darkness but who haven’t got darkness in their souls: Hellboy, B.P.R.D., even (believe it or not) John Constantine. And the authors of those books don’t gratuitously wallow in the darkness of their stories; they remember they are telling underworld myths that must lead the heroes back to the surface world. Like Alice, emerging from the rabbit hole disturbed, enchanted, altered – a far more interesting fate than simply being forever scarred.

Tuesday, 17 May 2011

Stories - how long is too long?

How do you know when it’s time to bring the curtain down on your characters? I got to thinking about this because Kevin McGill of the edutainingly brilliant Guys Can Read was lamenting this week what a damp squib the Smallville finale turned out to be.

I haven’t seen many episodes of Smallville, but after ten seasons there are only two places a show can end up. Two different kinds of whimper that can supplant the bang of a timely end. One is when the show runs out of steam. You keep tuning in because you care about those characters, but you know they’re not going to be hitting balls out of the park ever again. Case in point: the final season of Babylon 5. That wasn’t Mr Straczynski’s fault, but it was still an exhausted winding down, best forgotten, of what had been at times the most exciting SF show on television.

Or the show can spiral into the sucking singularity that is narrowcasting. I’m a devoted Buffy fan, but I’m not sure that anyone could pick it up at the start of season seven and have any idea what was going on. I began to get a whiff of the narrowcasting bouquet this week with the Doctor Who fan discussions (in which I took part, got to admit that) about whether or not Rory is still an Auton. And if that means nothing to you – okay, you got it; that’s narrowcasting.

Stories have an end, even when they’re about characters we really love. You may not want to admit it, but your parents’ story ends when you leave home. After that it’s all reunion shows – usually “The One with the Cranberry Sauce”. And endless reunion shows are fine for real people whom you love, but in the case of fictional characters then it really is time to boot them off Reichenbach Falls.

The Norse gods had Ragnarok. The British Empire had World War Two. Beowulf had his dragon. The end dignifies what came before, and sometimes redeems it. Stories need endings. At the close of a well-crafted tale you should be sad to leave the characters – even the bad ‘uns – but you know it’s right. Their story is over. “I feel… cold,” says Captain Barbossa, and it’s such a brilliant culmination of everything that’s gone before that it ought to be the end. Only the magical might of Calypso and the million-dollar demands of Disney could undo so absolutely essential a demise.

Ongoing comic book sagas risk the calamity of too long a life more than most. Sandman is great because it built to a definite conclusion. If we properly cherish what we were given in Watchmen, we won't ask to read the ongoing adventures of Nite Owl and Silk Spectre. Conversely, at a full century of issues, even the freshness of 100 Bullets was starting to feel more than a little stretched out. Knowing when to take a last bow is the mark of an effective performer.

Because of this, Leo and I are resolved that Mirabilis will run to issue #40 and sufficit. After the green comet has gone and normal service is resumed with the beginning of the real year 1901, whatever happens to our characters after that is up to you. Gentle breath of yours must fill their sails - Shakespeare thereby acknowledging, as he threw aside his pen for good, that ultimately all great stories are merely enablers for the reader’s own imagination.

Thursday, 7 October 2010

National Graphic Novel Writing Month - part 2

We’ve all seen Harlan Ellison’s brilliant rant. I know that doesn’t narrow it down much. I mean his rant about the miserable treatment of writers. I used to work with a producer who was fond of saying, “Nobody wants to pay the cockadoodie writer!” Only she didn’t use the word cockadoodie; it was a bit more heartfelt than that.

It was brought home to me this week when a comic book editor told me he expected to pay “name” writers no more than $800 to write a full 22 pages. How fast would you have to churn out the words to make that pay? It certainly puts the target of National Graphic Novel Writing Month into perspective. For NaGraNoWriMo you have to complete the script for a 48-page book by the end of October.

No grumbling, now – based on those rates, the pro writer would expect to do it in under a week. But that’s if you’re writing monthly comic books, the majority of which are intended to be read and chucked away. “Wonderful trash,” as David Fickling once said, “has its place in comics too.” A graphic novel, though, ought to be a work that people will keep, cherish and re-read many times. Here’s Neil Gaiman, quoted in Writers on Comics Scriptwriting by Mark Salisbury:
“I remember being told off by one writer who writes a comic in a day. We were talking and I was saying, ‘I've just finished this last Sandman, and it took me about three weeks to write,’ and this person looked at me and said, ‘I bash them out in a day. How can you afford to do it?’ Because at the time we were only making $1,500 to $2,000 a script. On the other hand, the ten volumes of Sandman are still in print, and they still sell more than anything else does. We've done roughly a million of them in the US alone and well over a quarter of a million in the UK, and over the years they've paid me back for the amount of effort I put into them. There was no guarantee that they would in the beginning, it was just how I felt they had to be done. Looking back, I'm not sure why I was doing it. I definitely wasn't doing it for the money. It was partly the fun, the joy of creating art, and a lot of it with Sandman was just the joy of doing something I didn't feel anyone had done before, which is not something that you get very often in any field of art or literature.”
Sandman was worth all the care and effort Gaiman poured into it. That book was never an example of Mr Fickling’s “wonderful trash” species of comics. It may have been released in monthly installments, but at heart Sandman was always a graphic novel. It’s a work that you keep discovering new layers to, that keeps on rewarding you each time you return to it- in the same way that the works of Dickens (originally serialized, of course) stay on the shelves while airport thrillers are intended to be read once and left in the bin when you check out of your hotel.

Perhaps the best comparison I can make is with television. I can enjoy a series like Monk or House, where the episodes don’t really build into much of a bigger whole. And on the other hand you’ve got the shows like The Shield or Deadwood, which genuinely are 13-hour movies. And it's the latter that are the equivalent of graphic novels.

Now, I know lots of people hate that term, but I think it has its place. ‘Graphic novel’ doesn’t have to betoken a badly-drawn semi-autobiographical work about an overeducated introvert losing love and gaining wisdom in a Third World warzone, or New Yorkers living in cockroach-infested apartments while ogling a girl they’ll never talk to. Swamp Thing was a graphic novel. Right from the start, even published as a monthly book, it was one big graphic novel. Watchmen too. Two of my current faves, B.P.R.D. and Hellboy, are so thoroughly conceived as graphic novels that I save up a complete run of issues before I’ll even start on a story.
The NaGraNoWriMo exercise isn’t about Mr Fickling’s “wonderful trash”, it’s about writing a graphic novel like that. To give you an idea of the difference, here is a script for a comic book I wrote in a weekend. That was for an issue of Frankenstein’s Legions (whence the pictures) and I wrote it over a weekend because I was doing it as a favor. The Frankenstein’s Legions script is for an 18 page book. It's rough, improperly formatted and a little underlength, but if somebody was only paying me $800 then I'm not going to spend much longer than a day or two on it.

Now contrast that with the opening episode of Mirabilis. Those 25 pages probably took me about five or six weeks to write – and that only after spending several months planning out the whole story. Mirabilis is intended to be for keeps, it has a good part of my heart and soul in it, and I hope the difference shows.

My point here is not to put you off attempting NaGraNoWriMo. (And boy do they need a better acronym. S.H.I.E.L.D.’s already taken, unfortunately.) I just want to make it clear to everyone – and in particular to the penny-pinching comic book company editors out there – that something of the quality of a great, or even halfway decent, graphic novel is not something you can knock out in a day or two.

Forty-eight pages in thirty-one days is an achievable target, but it’s not an easy one. Bring your best game and, as Ronald D Moore says, write with confidence.

Sunday, 29 March 2009

Recommended reading

Not a comprehensive list, just a few titles off the top of my head...

The Sandman: Dream Country

Includes the first part of Gaiman's take on Shakespeare's creative bargain with Morpheus in "A Midsummer Night's Dream", which won the World Fantasy Award for best short story and quite right too. The stories are all standalones: "Calliope", "A Dream of a Thousand Cats" and "Facade". Also has the annotated script for "Calliope" - I'm always interested in that kind of thing.


Nine great stories. A man terrified by his nightmares of falling. Haroun al-Rashid selling the dream of Baghdad to preserve its beauty. The start of Gaiman's great heart-rending saga of Orpheus. And then there's old Baba Yaga in her chicken legged hut. We're going to have to get her into Mirabilis at some stage.

Kingdom of the Wicked

By the brilliantly talented (so obviously we hate them) British author-artist team Ian Edginton and Matt Brooker, aka D'Israeli . The story has some similarities to the Sandman classic "A Game of You" but not in any sense a rip-off. They're both interesting and very different explorations of a theme (like The Matrix and Dark City, say) worth reading as companion pieces.

Tiny Tom Fish-Head and Wavy Davy Dali from Kingdom of the Wicked.












Summer Blonde

The far end of the comics spectrum from something like Watchmen. Adrian Tomine's stories of urban alienation often don't really quite go anywhere - but in the most intriguing way.

Shortcomings

Another superb, disturbing, elusive graphic novel by Adrian Tomine. But don't take my word for it.

Jonathan Lethem: 'Shortcomings is as deceptively simple and perfect as a comic book gets.'

Nick Hornby: 'Reading a comic book suddenly becomes as rewarding as reading good contemporary fiction. Tomine has both talent and a writer's eye for the truth.'

Ghost World

So you've seen the movie and, good though it is, the graphic novel is much better. Daniel Clowes describes it as the examination of "the lives of two recent high school graduates from the advantaged perch of a constant and (mostly) undetectable eavesdropper, with the shaky detachment of a scientist who has grown fond of the prize microbes in his petri dish". So there you go. If Adrain Tomine is disquieting, Daniel Clowes's stuff is like being trapped in an elevator with a raving madman. In a good way, I mean.

The Golem's Mighty Swing

Golems, baseball, racial intolerance, the Great Depression and the American Dream. But it's not just the great comination of themes or the way James Sturm tells the story, it's the marvellously simple drawings that pack such movement and flow.

The Death of Speedy
One of the best Love & Rockets stories - which makes it almost the best you're ever going to read in comics.