A look at book-length comics for the casual reader
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September 24, 2009
Yaoi — Japanese comics featuring romance and/or sex between men — is currently one of the most popular genres of manga in the U.S. Non-fans are often baffled by the popularity of yaoi with female readers, especially teenage girls. But fans love yaoi as romance, as drama, and as fantasy fodder. Whence comes this girly fascination with male homoeroticism? Our own Shaenon K. Garrity has been holding forth on the subject all week. Monday, she took us on a tour of the history of yaoi; Tuesday, she investigated the appeal of the genre itself; yesterday, she looked at the sexual contents of some of the books. Today, a recommended reading list … after the break!
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September 23, 2009
Yaoi — Japanese comics featuring romance and/or sex between men — is currently one of the most popular genres of manga in the U.S. Non-fans are often baffled by the popularity of yaoi with female readers, especially teenage girls. But fans love yaoi as romance, as drama, and as fantasy fodder. Whence comes this girly fascination with male homoeroticism? Monday, Shaenon Garrity took us on a tour of the history of yaoi; yesterday, she investigated the appeal of the genre itself; today, the conclusion of the narrative … after the break!
(more…)
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April 30, 2007
This is a follow-up to my feature review of Planetes Book 1 by Makoto Yukimura
On SF Site, Susan Dunman had this to say:
As author and illustrator, Makoto Yukimura creates a believable near-future that’s filled with the excitement of discovery on both personal and planetary levels. It doesn’t shrink from the many dangers faced by those exploring space, yet the overall tone is upbeat and positive, assuring those with big dreams that the adventure is worth the risks. In true manga style, the book reads from back to front, right to left. Because it’s so easy to get involved with this story, you may forget you’re reading the book backwards. That’s a very good sign. …more
And from the late, lamented Ninth Art comics review blog:
One of the most engaging aspects of PLANETES is how much emphasis is placed on the danger of living and working in space. Between showing how the lower gravity can alter your muscles and bone structure, to the radiation levels that cause cancer, to the just unbearable fear of the vastness of space, Yukimura presents space as a hostile and dangerous place in a way that most science fiction makes a point of avoiding. …more
Khaled Abou Alfa loves the book, but isn’t a fan of its American publisher, TokyoPop, better known, perhaps, for flooding the market with less literate works:
I have no idea how this little gem of a comic got through the Viz and Dark Horse net to be honest, because it is easily one of the best manga series I’ve read, and I’ve read a lot of manga series. …more
The Village Idiot Savant picked up the book on the cheap. Lucky:
You never quite know what you’ll find in the bookstore bargain bin. Most times, it’s really marked down overruns that nobody wants; and on that rare occasion, you get a little gem whose value outshines its full price counterparts. …more
Otaku Champloo finds the book to be deep, indeed:
I may sound like a lunatic to say this, but reading Planetes is like reading Descartes and Marcel. It talks about man’s journey: from his self-centered beginnings, to one that is truly historical. Before this leaps into a philosophical paper (which I myself am evading as my head still hurts from last semester’s reflections), maybe we could place ourself further into the manga by looking at the importance of space. …more
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April 25, 2007
PlanetES: Book 1 by Makoto Yukimura inhabits that rarest of niches in comics, the so-called “hard” science fiction niche, which is to say that real-world scientific discourse provides the foundation for Yukimura’s extrapolative storytelling. As such, the book will remind you more of a Gregory Benford or Frederick Pohl novel than Sailor Moon, or even Star Wars. Key moments hinge on such obscure concepts as “Kessler’s Syndrome,” say, or the effects of the moon’s gravity on sunspot radiation flare-ups. That doesn’t mean that you’ll find only dry edutainment here, though. It’s true that our protagonists, Yuri, Fee, and Hachimaki, young astronauts assigned the most tedious job in space — trolling for, picking up, and recycling the bits of wreckage and deliberate litter that have, by the middle of next century, accumulated in Earth orbit, thanks to the over-commercialization of near outer space — see very little pulse-pounding action. But neither does anybody else. It’s just not that kind of a future. Instead, our heroes fight their way through such real and human challenges as osteoporosis (caused by living in zero gravity for extended periods of time), boredom, nicotine addiction, the emotional damage caused by recently-deceased and/or otherwise problematic family members, and the frustrations of unmet career potential.
In other words, PlanetES is utterly gripping.
Yuri’s story arc, in particular, represents one of the most mature, nuanced, and subtle portrayals of bereavement that I’ve seen in any comic, of any genre.
There is some small amount of the old slam-bang razzle-dazzle, too. The female member of the team, Fee, headlines the book’s sole action/adventure storyline, semi-accidentally saving the world from an eco-terrorist plot — but only because she needed a good place to relax and smoke a cigarette.
But the real story here is Hachimaki’s outsized ambition, which everyone (including Hachimaki) agrees will only lead him to disappointment and self-destruction someday. We don’t get as far along in the development of his story arc as we do the others, but that’s perfectly appropriate for the hero of this kind of limited but serialized work, whose arc has to stretch across the entire set of books, and come to a resolution in the final volume.
The artwork is realistic (for manga), attractive, and effective. I am prone to get confused reading manga, occasionally losing the through-line on this or that sequence of images on some arbitrary page or another, probably just because I’m not used to the right-to-left reading pattern, but that didn’t happen even once, reading Planetes. Occasionally — like when Hachimaki walks out onto an “ocean” on the moon with a strange girl he just met — the art can be downright astounding in its quiet power. You can appreciate, in these moments, the blank silence that, statistically speaking, anyway, comprises the entire universe. Everything we care about, to paraphrase Douglas Adams, is so rare, so unique, and so tiny, in the face of the light-years and light-years and light-years of emptiness around us, that we really don’t even count.
And that’s beautiful. So is this book.
Highly recommended.
(The image in this post, a detail from PlanetES Book 1, is copyright (c) 2007 Makoto Yukimura. The English text contained within said image is copyright (c) 2007 TokyoPop)
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May 28, 2006
English translations of Japanese comics for children have become something of a phenomenon in the North American market, to the point where at least one generation of readers (maybe more) has learned to love cartoon art almost solely through a love of black and white manga digests. Yu-Gi-Oh! and Fruits Basket occupy far higher positions in the hearts and minds of today’s kids than do, say, Superman or Wonder Woman , or even Scooby-Doo. Since each generation of comics readers becomes the next generation of cartoonists, we’ve inevitably begun to see the influence of Japanese storytelling conventions and art styles bleed into the mainstream of American cartooning, on every level, from the comic strip, to the Saturday morning cartoon, to the comic book. Like many major shifts in the tectonic plates of culture, this one started slowly, with subtle tremors and minor effects. In the eighties, for example, we saw Frank Miller channeling Kazuo Koike and Goseki Kojima (and acknowledging their influence, um, vaguely) while making comics that were, all the same, still quite firmly entrenched in the Western tradition, like Daredevil and Ronin . Later early adopters, like Lea Hernandez, also managed to develop impressive bodies of work which, though clearly informed by a love for manga, continue to try to reach out to the traditional American fanboy and his traditional heroic-fantasy preoccupations, more or less (I suspect that Lea, who is a personal friend of mine, would probably disagree on this last point, not because she hasn’t tried to reach out to the Direct Market reader with every muscle in her body, but because the Direct Market itself has remained so disappointingly closed for so long to her and her kind of comics). More and more often, the new breed of comics, and their creators, choose to ignore the traditions of Western comics, and the limitations of the Direct Market comics culture altogether, spending their time and energy instead emulating the styles, genres, and formats, and chasing the happier marketplace realities, represented by manga translations. One might even say that many young creators have broken with the Western tradition altogether, and are crafting works that should rightly be classed, historically, as extensions of the Japanese branch of the medium, as if there had been no Western tradition at all, and the very idea of commercial comics had been imported whole hog to our shores from Japan. That’s maybe overstating the extent to which young creators are drawing from the manga experience, but not by much.
The latest publishing fad, “Original English language manga” (called “OEL” — and basically meaning, “comics by Western creators which look and act sort of like manga, and which are presented to readers in the black and white digest form made popular by publishers of manga translations, in hopes that kids who like to read translated Japanese comics will also like to read these homegrown productions”) owes more, I think, to the existence of this new kind of cartoonist, the one who cut his or her baby teeth on manga — than it does to any marketing imperative or publisher’s whim (though these factors do certainly have some play). Of course these are the kinds of comics this generation of creators would make, and of course this is the format they’d prefer to see their work published in, and of course these are the publishers they’d be excited to work with. For these cartoonists, comics are black-and-white digests, and being racked beside Tsubasa : RESERVoir CHRoNiCLE in a Waldenbooks store at the mall is a more desirable and natural kind of placement than getting the cover in Previews or a poster in the window of a comic book shop.
And they’re right, of course.
The most ambitious OEL publisher to date is surely TokyoPop, better known for popularizing translated manga in the first place (along with Viz, the Pepsi to TokyoPop’s Coca-Cola, or is it the other way around?). Their recently-launched OEL line consists of more than a dozen titles, ranging from new works in the manga style by American comic book industry veterans like Keith Giffen all the way through to the solo print debuts of relatively unknown webcartoonists like Svetlana Chmakova and Amy Kim Gantner. Becky Cloonan falls squarely in the middle of that range, having broken out as a “name talent” a couple of years back during the course of her Image-published, Eisner-nominated collaboration with Brian Wood, Demo , and currently employed as illustrator on one of DC’s higher-profile Vertigo series, American Virgin . As such, she isn’t exactly the best poster-child for the revolutionary ignore-the-American-mainstream kind of creator I posit in the first paragraph of this essay (she’s sort of a third breed — casually mixing manga influences with Western influences, as if she didn’t know, or care, that there was “supposed” to be a “difference”), but hers is the name that caught my eye the most quickly out of TokyoPop’s OEL catalog (excepting Svetlana, with whom I work professionally, on Girlamatic – and therefore can’t review, in good conscience). To be fair, I am, first and foremost, an American fanboy, albeit a fairly snobbish one, so Eisner noms and Vertigo assignments carry more weight with me than they do the typical member of TokyoPop’s target audience, I would guess. (I’ve heard from a friend in the publishing industry that Svetlana’s book seems to be the actual break-out success story of the line, so far). Anyway, since Demo is one of my favorite graphic novels, ever (see my review of that book from a while back), since I’ve also been enjoying American Virgin, and since the whole OEL thing looks interesting, from the perspective of somebody who enjoys watching the American comics industry get shaken up a bit, I decided to give the first volume of Cloonan and TokyoPop’s new franchise, East Coast Rising , a read.
The premise: the oceans have risen, submerging all but the highest points of the eastern seaboard (we’re not told exactly what happened, or when, or why). In the new post-apocalyptic world order, rival gangs of tattooed, pierced, happy-go-lucky hipsters play semi-seriously at being old-school movie pirates, complete with peg legs, eyepatches, and vicious facial scars, living on large, anachronistically wooden ships, fighting one another, and the random monster or two, in the treacherous waters between the archipelagoes of New Jersey and the former New York City. There’s a young stowaway whose map to a legendary buried treasure (the ill-gotten gains of the corrupt Last Mayor of New York) is stolen from him, by the villain, in the first few pages. There’s lots of ship-to-ship fighting. There’s giant, trained, man-eating sea turtles, and a monster with a human skull (one hundred times too large, of course) for a head, and octopus arms for a body. And so on. More than anything, the story structure reminds me of a videogame — not the two-dimensional fighting games that inform, say, Sharknife, nor the coin-collecting platformers that provide the underlying metaphor for Scott Pilgrim, but rather the lavishly-produced, heavily-scripted, so-called role playing games (”so-called” because the role the player gets to play, unfortunately, is almost always fairly cut and dry) of the Playstation 2 era. Like those games, the widescreen action sequences are separated by a series of quieter, introductory “cut-scenes,” wherein our protagonist (the stowaway I mentioned earlier — name of Archer) explores his new environment, is introduced to the rest of the cast, one or two characters at a time, and figures out what his next objective will be, in incremental stages. You’ll even find a couple of “mini-game” sequences, like when Archer goes fishing off the bow of the ship with his soon-to-be love interest, or when he chases “seachix” across the deck, for their eggs, so he can help the galley cook make omelettes for dinner. Like most of those kinds of games, the story itself isn’t particularly original. In fact, in this case, it’s completely derivative (of Pirates of the Caribbean, of Waterworld, of Robert Louis Stevenson, of a million million other high-seas and/or post-apocalyptic adventures), but not offensively so, in large part because of its sheer, unadulterated charm. Wherever a lesser modern pulp creator might go for the high-pitched insincere squeal of melodrama (in the final monster battle sequence, for example), Cloonan deftly cuts in light, easy sub-scenes, warm and strangely non-urgent personality bits between the characters, while the climax rages around them. “Hey, I found your leg.” “Sweet! I was wondering where it went!” These moments live in a sort of calm bubble of time, almost separate from the main storyline, and are often drawn that way, over in the margins, with deliberately scribbly renderings of the characters. The banter between the heroes and the villains, who are obliged to work together to defeat the final “boss,” comes off as almost affectionate chiding, more like the fans of rival local bar-bands shouting at each other across an East Village avenue at closing time than like the usual seething cliches of high adventure back-and-forth. “You guys so suck!” “I said we gotta work together!” “Pork forever? Joe, you’re not making any sense.” In the context of the book itself, that stuff is a lot of fun, and not (I feel compelled to add) lame, or Stan-Lee-like, in the least, though it probably comes across that way, reading it here in prose form. This kind of charm goes a long way toward fending off the dreadfulness of cliche.
As you might expect, if you’ve seen her other works, the standout element here is Becky Cloonan’s artwork. The same thick, sinuous, oily line and inventive storytelling trickery I noted in Demo can be found in these pages, though the style stays more consistent (in Demo, Cloonan drew every chapter in a different style; East Coast Rising is rendered in a lighter-hearted version of the style she used in one of my favorite stories from Demo, the one called “Stand Strong,” which sported a similar collection of Elvis-sneering fat-lipped, huge-foreheaded hipsters). Though a manga influence is evident, it’s not just about big eyes and speed lines (in fact, the eyes aren’t particularly big, and the speed lines aren’t any more in evidence here than in, say, Carmine Infantino’s 1960’s superhero stories). More than virtually any Western artist I’ve seen yet, Cloonan shows a particularly deft hand with some of the Japanese storytelling tricks that look completely alien to the Western comic book reader — like the tradition of suddenly rendering characters in “superdeformed” mode from time to time, to emphasize an emotional point or silly punchline. Usually that kind of thing throws me right out of a story, because of the unfamiliar artifice. When Cloonan does it, she does it well enough that it actually makes sense, adds to the story, and seems perfectly meaningful and logical without calling attention to itself, all at the same time.

Finally, though, the artwork, the storytelling tricks, and the charming character asides, though well done, are not enough to make me want to read more of this fairly conventional, fairly thin, completely derivative boys-adventure story, so I don’t plan to pick up Volume Two.
Don’t get me wrong. Cloonan’s a major new talent, who approaches all of her efforts, including this one, with the kind of joy and care that radiates off the page — the kind that is all too lacking in most comics coming out of any tradition, Western or Eastern, these days. The kind that should probably be encouraged at all costs.
It’s just not my cuppa.
Overall, if I were to have to decide if this is a “good book” or a “not-good book,” (which, I guess, since I’m writing a review here, and all, I do have to do), I’d fall completely on the “good book” side of the question, without hesitation. If I can’t really recommend it, though — and, ultimately, I cannot — that’s probably just because East Coast Rising isn’t targetted at the grown-up casual reader of graphic novels (like myself, in other words), which is who I try to write for here at GNR. If there’s a younger teen in your circle of acquaintance — particularly a boy, or a tomboy, who isn’t cynical enough to laugh at the very idea of a pirate yarn with a stolen treasure map for a macguffin — then you might want to pick this one up to pass along. But even there, I’m pretty sure your money might be better spent on a “genuine” pirate-adventure manga, like One Piece , given the difficulty I’ve experienced in the past couple of weeks trying to convince my fourteen-year-old niece, a big manga reader of the sprawled-on-the-floor-at-Barnes-and-Noble variety, that this book might be worth her time (I was, um, trying to trick her into writing my review for me, actually). “It isn’t real manga,” she would say, rolling her eyes at me, and then away from me, and then up with the hand. “I can’t read comics left-to-right because that messes with me! Guh! It’s just not right.” Apparantly I’m the biggest idiot, ever, for even suggesting she attempt such a thing. Whether this bodes ill for TokyoPop’s ambitious OEL line generally, and Cloonan’s franchise specifically, or whether my niece is just too contrary for her own good, is not for me to say. Because I don’t know.
Title: East Coast Rising Volume One
Creator: Becky Cloonan
Publisher: TokyoPop
Cover Price: $9.95 (paperback digest)
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