Authors: Michael Chabon
I also refuse to accept as explanation for anything the often-tendered argument that contemporary children are more sophisticated, that the kind of comics that pleased a seven-year-old in 1960 would leave an ultracool kid of today snickering with disdain. Even if we accept this argument with respect to “old-fashioned” comics, it would seem to be invalidated by the increasing sophistication of comic books over the past decades. But I reject its very premise. The supposed sophistication—a better term would be
knowingness
—of modern children is largely, I believe, a matter of style, a pose which they have adapted from and modeled on the rampant pose of knowingness, of being wised up, that characterizes the contemporary American style, and has done at least since the late fifties-early sixties heyday of
Mad
magazine (a publication largely enjoyed, from the beginning, by children). Even in their irony and cynicism there is something appealingly insincere, maladroit, and, well,
childish
about children. What is more, I have found that even my own children, as knowing as they often like to present themselves, still take profound pleasure in the old comics that I have given them to read. My older son has still not quite recovered from the heartbreak he felt, when he was seven, reading an old “archive edition” of
Legion of Superheroes,
at the tragic death of Ferro Lad.
Children did not abandon comics; comics, in their drive to attain respect and artistic accomplishment, abandoned children. And for a long time the lovers and partisans of comics were afraid, after so many years of struggle and hard work and incremental gains, to pick up that old jar of greasy kid stuff again, and risk undoing all the labor of so many geniuses and revolutionaries
and ordinary, garden-variety artists. Comics have always been an arriviste art form, and all upstarts are to some degree ashamed of their beginnings. But shame, anxiety, the desire to preserve hard-won gains—such considerations no longer serve to explain the disappearance of children’s comics. The truth is that comic-book creators have simply lost the habit of telling stories to children. And how sad is that?
When commentators on comics address this question, in the hope of encouraging publishers, writers, and artists to produce new comic books with children in mind, they usually try formulating some version of the following simple equation: create more child readers now, and you will find yourselves with more adult readers later on. Hook them early, in other words. But maybe the equation isn’t so simple after all. Maybe what we need, given the sophistication of children (if we want to concede that point) and the competition for their attention and their disposable income (which has always been a factor), is not simply
more
comics for kids, but more
great
comics for kids.
Easy, I suppose, for me to say. So although I am certain that there are many professional creators of comics—people with a good ear and a sharp eye for and a natural understanding of children and their enthusiasms—who would be able to do a far better job of it, having thrown down the finned, skintight gauntlet, I now feel obliged to offer, at the least, a few tentative principles and one concrete suggestion on how more great comics for kids might be teased into the marketplace, even by amateurs like me. I have drawn these principles, in part, from my memories of the comics I loved when I was young, but I think they hold true as well for the best and most successful works of children’s literature.
1) Let’s not tell stories that we think “kids of today” might
like. That is a route to inevitable failure and possible loss of sanity.
We should tell stories that we would have liked as kids.
Twist endings, the unexpected usefulness of unlikely knowledge, nobility and bravery where it’s least expected, and the sudden emergence of a thread of goodness in a wicked nature, those were the kind of stories told by the writers and artists of the comic books that I liked.
2) Let’s tell stories that, over time, build up an intricate, involved, involving mythology that is also accessible and comprehensible at any point of entry. The
intricacy,
the accretion of lore over time, should be both inventive and familiar, founded in old mythologies and fears but fully reinterpreted, reimagined. It will demand, it will ache, to be mastered by a child’s mythology-mastering imagination. The
accessibility
will come from our making a commitment to tell a full, complete story, or a complete piece of a story, in every issue. this kind of layering of intricate lore and narrative completeness was a hallmark of the great “Superman-family” books (
Adventure, Jimmy Olsen, Superboy
) under the editorship of Mort Weisinger.
3) Let’s cultivate an unflagging readiness as storytellers to retell the same stories
with endless embellishment.
Anybody who thinks that kids get bored by hearing the same story over and over again has never spent time telling stories to kids. The key, as in baroque music, is repetition with
variation.
Again the Mort Weisinger-edited
Superman
books, written by unflagging storytellers like Edmond Hamilton and Otto Binder, were exemplary in this regard. The proliferation of theme and variation there verges, at times, on sheer, splendid madness.
4) Let’s blow their little minds. A mind is not blown, in spite of whatever Hollywood seems to teach, merely by action sequences, things exploding, thrilling planetscapes, wild bursts of speed. Those are all good things; but a mind is blown when something
that you always feared but knew to be impossible turns out to be true; when the world turns out to be far vaster, far more marvelous or malevolent than you ever dreamed; when you get proof that everything is connected to everything else, that everything you know is wrong, that you are both the center of the universe and a tiny speck sailing off its nethermost edge.
So much for my principles: here is my concrete suggestion. If it seems a little obvious, or has already been tried and failed, then I apologize. But I cannot help noticing that in the world of children’s
literature,
an overwhelming preponderance of stories are stories
about
children. The same is true of films for children: the central characters are nearly always a child, or a pair or group of children. Comic books, however, even those theoretically aimed at children, are almost always about adults or teenagers. Doesn’t that strike you as odd? I suggest that a publisher should try putting out a truly thrilling, honestly observed and remembered, richly imagined, involved and yet narratively straight-forward comic book for children,
about children.
My oldest son is ten now, and he likes comic books. In 1943, if you were a ten-year-old, you probably knew a dozen other kids your age who were into Captain Marvel and the Submariner and the Blue Beetle. When I was ten, in 1973, I knew three or four. But in his class, in his world, my son is all but unique; he’s the only one he knows who reads them, studies them, seeks to master and be worthy of all the rapture and strangeness they still contain. Now, comic books are so important to me—I have thought, talked, and written about them so much—that if my son did not in fact like them, I think he would be obliged to loathe them. I have pretty much
forced
comics on my children. But those of us who grew up loving comic books can’t afford to take this handcrafted, one-kid-at-a-time approach anymore. We
have to sweep them up and carry them off on the flying carpets of story and pictures on which we ourselves, in entire generations, were borne aloft, on carpets woven by Curt Swan and Edmond Hamilton, Jack Kirby and Stan Lee, Chris Claremont and John Byrne. Those artists did it for us; we who make comics today have a solemn debt to pass it on, to weave bright carpets of our own. It’s our duty, it’s our opportunity, and I really do believe it will be our pleasure.
*
See, for example,
www.comichron.com
.
THE KILLER HOOK
1.
I
N A POPULAR MEDIUM
that needs to label everyone a journeyman hack or a flaming genius god—like the world of comic-book art—Howard Chaykin is something else: a craftsman, an artisan of pop.
I don’t mean that Chaykin works harder on or takes greater pains with his drawing, though his panels and his layouts bear witness to the pains he takes (like many craftsmen he actually works rather fast). Nor do I mean merely that he brings deeper technical prowess to the comics page (though when it comes to page design, panel arrangement, line control, and the rendering of bodies, faces, clothing, streets, furniture, and interiors, his chops are matchless). Some of the genius gods of comic art, after all, have also been master draftsmen;
*
and one of the best things about popular media is that, within their capital- and calendar-driven confines, sometimes a hack, half by accident,
can turn out something haunting, dreamy, or beautiful. What I’m talking about is a kind—the toughest kind—of balancing act. Taking pains, working hard, not flaunting his or her chops so much as relying on them, the pop artisan teeters on a fine fulcrum between the stern, sell-the-product morality of the workhorse and the artist’s urge to discover a pattern in, or derive a meaning from, the random facts of the world. Like those other postwar East Coast Jewish boys, Barry Levinson and Paul Simon, Chaykin, a man as gifted with a quicksilver intelligence, as irrepressible a sense of verbal play, and reservoirs of rage and humor of apparently equal depth, has spent most of his career seeking, and sometimes finding, that difficult equilibrium.
The pop artisan operates within the received formulas—gangster movie, radio-ready A-side, space opera—and then incorporates into the style, manner, and mood of the work bits and pieces derived from all the aesthetic moments he or she has ever fallen in love with in other movies or songs or novels, whether hackwork or genius (without regard for and sometimes without consciousness of any difference between the two): the bridge in a song by the Moonglows, a James Wong Howe camera angle, a Sabatini cannonade, a Stan Getz solo, the climax of
The Demolished Man,
a locomotive design by Raymond Loewy, a Shecky Greene routine. When it works, what you get is not a collection of references, quotes, allusions, and cribs but a whole, seamless thing, both familiar and new: a record of the consciousness that was busy falling in love with those moments in the first place. It’s that filtering consciousness, coupled with the physical ability (or whatever it is) to flat-out play or sing or write or draw, that transforms the fragments and jetsam and familiar pieces into something fresh and unheard of. If that sounds a lot like
what flaming genius gods are supposed to be up to, then here’s a distinction: the pop artisan is always hoping that, in the end, the thing is going to fucking kill. He is haunted by a vision of pop perfection: heartbreaking beauty that moves units. The closest that Howard Chaykin has yet come to fulfilling that vision—though he has approached it many times—is probably still
American Flagg!
*
Genius can get by, even flourish, with a limited artistic tool kit.
2.
By 1982, the well-established science-fiction trope of a dystopian future America (or of a solar or galactic federation closely extrapolated from the American model), dominated by giant conglomerates, plastered with video screens and advertisements, awash in fetishized sex and sexualized commodities, fed and controlled and defined by pharmacology and violence, had been working its way into mainstream comic books for several years, particularly at Marvel. Just as Golden Age comic books had been influenced (and in some cases written) by the hacks and flaming geniuses of the slightly earlier Golden Age of science fiction, many of the creators of early-to-mid-seventies comic books showed the influence of sf’s New Wave of the previous decade. The psychotic megacities and paranoid technoscapes pioneered in 1940s sf by Alfred Bester
†
(far ahead of his time and sadly neglected today), and further explored by Philip K. Dick, William S. Burroughs, Harlan Ellison, J. G Ballard, Michael Moorcock, and John Brunner, were reflected in titles like Rich Buckler’s
Deathlok the Demolisher,
Jim Starlin’s
Warlock,
and the work, across many genres and titles, of Steve Gerber. Little by little, comics, along
with the rest of us, began to surrender the old World’s Fair–cum-
Jetsons
vision of the way things were going to be.
‡
†
He wrote for comics, too, and is credited with creating the original Green Lantern Oath.
‡
I don’t think you can discount the influence
of Soylent Green
(1973) and, particularly in the case of
AF!,
of
Rollerball
(1975), the first movie depiction of a future not merely ruled but
styled
by evil corporations.
3.
By the time that Chaykin brought out
American Flagg!,
in 1982, therefore, the idea of a science-fiction comic book set in a dystopian American future was not a new one; and most of the fundamental elements of the world Chaykin depicts—earth abandoned by its corporate rulers in favor of off-world colonies, marauding gangs of armed motorcycle freaks, the city as a kind of vast television or information screen that irradiates or medicates its denizens with psychotropic sitcoms, could be traced back to novels by the writers of the New Wave and their successors, to
Rollerball
and, of course, to
Blade Runner
(directed by Ridley Scott, another pop artisan, and itself based on a Dick novel), which premiered about a year before
American Flagg!
But no one had ever crammed those elements all together before, in quite the way that Chaykin did here: the post-nuclear, post-global-collapse, post–Cold War, corporate-controlled, media-overloaded, sex-driven, space-traveling, Jean-Paul-Gaultier-by-way-of-Albert-Speer freak-o-rama that was to be life in 2031.