Showing posts with label Mythology. Show all posts
Showing posts with label Mythology. Show all posts

Friday, 19 December 2014

Funding Friday, "Moonshot" - Comics & Crowdfunding News

Moonshot: The Indigenous Comics Collection Vol. 1
Edited by Hope Nicholson

Hope is rapidly becoming the most cited person on this blog, which I suppose goes to show just how busy she's been this past year-and-a-bit. Having brought both Brok Windsor and Nelvana of the Northern Lights back to our bookshelves, Hope is building a reputation for being the go-to person for comics Canadiana and it makes perfect sense to me that she was the one Andy Stanleigh approached to edit Moonshot, Alternate History Comics' next cultural comics codex. Just this past year AH released another kickstarted anthology, The Jewish Comics Anthology, edited by Jewish librarian Steven Bergson, and hinting at what may become this publisher's modus operandi: collecting well-curated and respectfully presented collections of cultural stories as a literary window onto worlds which we as modern readers may not entirely understand.
Cover for Moonshot; original painting by Cree artist Stephen Gladue
For me, this respectful approach is one of the shining highlights of the Moonshot project. K.D. Callaghan's interview with Andy for PaperDroids.com directly addresses the issue that immediately struck me as the biggest problem a project such as this faces: cultural appropriation. Andy met the question head-on.
One of the biggest concerns when working with Indigenous stories and culture is that of cultural appropriation. You’ve noted that any traditional stories are being printed with the permission of the elders in their respective communities—a wonderful and respectful way to deal with this issue. Were there any other concerns around appropriation with this project? If so, how did you handle them?

There were definitely concerns about appropriation, and both Hope Nicholson and I are big comic book fans who have seen a lot of the character stereotypes out there. Even with the best of intentions, non-indigenous writers and/or artists can unwittingly cross that line from tradition to stereotype/appropriation. The way we’ve dealt with this is being extremely selective with which writers and artists we bring on board. The collection will be comprised of over 90% indigenous creators, who have all had a say in who they work with on MOONSHOT.  As well, the non-indigenous creators involved are all experts in the field who have a massive history of work in the community behind them, and are welcomed by the indigenous creators involved.
Now, that answer made me pretty damn happy, so when I got around to reading Hope's mission statement for Moonshot (as posted by Sequential), it was the icing on the cake.
  1. Accuracy – No mish-mash of cultures or appropriation. (ie. If a traditional story is being relayed from a Metis culture, don’t have characters with Cherokee outfits).
  2. Permission – a writer brought up that some stories are not meant to be told outside of the community. When in doubt in regards to the appropriate public telling of traditional stories, I’ve asked the writer to consult with an elder if possible. Google is a great place to start with research, but must be used judiciously.
  3. No addiction or self-harm in the stories. Not because these issues aren’t important or relevant, but when you turn on the news and that’s the only representation you see, it becomes a biased view of what everyday culture is. I know there is a greater variety of stories that can be told.
  4. Creators – Together, the publisher and I researched and found a great variety of artists and writers that identify as indigenous. Having stories told by members of the community, and to encourage young aspiring artists/writers is very important. It’s also important to me to prove that there is no excuse for a non-indigenous writer/artist to not create a complex indigenous character, and there are a few non-indigenous creators involved in this collection.
  5. Romanticizing – Too often a writer will see old-fashioned stereotypes and go so far in the other direction that they end up doing the exact thing they wanted to avoid. Any reference to a brave, dying culture rings to me as an untruth and stories that portray this type of depiction are not included.
I think the second item on the list is crucial. I'm far from being an expert on First Nations culture and one of the least comfortable people when it comes to engaging in the seemingly tenuous relationship between the North American indigenous peoples and all us other folk who came from somewhere else. But the sentiment I am most familiar with, and which coincides with what Hope mentions in her blurb, is that these stories are not ours to tell. I can't even begin to elaborate on what all that issue entails, and I won't try, but I'll say that it seems to me the Moonshot project is going about this matter in all the right ways.

"Water Spirit" - Haiwei Hou
As mentioned in that fourth item on Hope's list, the project sports an impressive team of artists and writers.
Claude St-Aubin (R.E.B.E.L.S., Green Lantern, Captain Canuck)
Jeffery Veregge (G.I. Joe, Judge Dredd)
Stephen Gladue (MOONSHOT cover artist)
Haiwei Hou (Two Brothers)
Nicholas Burns (Arctic Comics, Curse of Chucky, Super Shamou)
Scott B. Henderson (Man to Man, Tales from Big Spirit)
Jon Proudstar (Tribal Force)
George Freeman (Captain Canuck, Aquaman, Batman)
Mark Shainblum (Northguard, Corum: The Bull and The Spear)
Elizabeth LaPensee (Survivance, The Nature of Snakes, Fala)
Buffy Sainte-Marie (Fire & Fleet & Candlelight, Coincidence & Likely Stories)
Richard Van Camp (Path of the Warrior, Kiss Me Deadly)
Ryan Huna Smith (Tribal Force)
David Robertson (The Evolution of Alice, Stone)
Steve Sanderson (Darkness Calls, Journey of the Healer)
Michael Sheyahshe (Native Americans in Comic Books, Dark Owl)
David Cutler (The Northern Guard)
...and more!
Stamps by Jeffery Veregge

The campaign is offering a slick-looking selection of backer awards, including a set of limited-run Canadian postage stamps, some artsy bookmarks (something which AH did for the Jewish anthology too, and are well worth the money), and an assortment of prints and digital options. No original art offerings have been posted yet, but there are some canvas prints for those so inclined. Great looking rewards. Oh, and you can get the book too. In case you were wondering.


Suffice it to say I'm hardly the only blogger out here chronicling cool comics crowdfunding campaigns (though I may be the only one obsessed with alliteration), and certainly not the only one following this project. There's a whole host of worthwhile interviews, ponderings, and reviews out around the web that you should take a gander at. And while you're out there exploring, read this thing on First Nations creation narratives that Rebecca Solnit just wrote for The New Yorker. It's pretty rad.

Paper Droids
Geek Hard
Sequential
The Beat
Digital Drum
They Stand on Guard
Pastrami Nation

Monday, 24 March 2014

Doctor Comics on Tolkien, Women, and The Fall of Arthur

This isn't so much a post as me plugging a friend in what has been a wonderful discussion to witness. My friend and fellow scholar Dr. Jason Tondro (who I blame for almost everything I've done in the last two years) wrote a blog post today about women in the fictional works of J.R.R. Tolkien. You can, and absolutely should, read it HERE. A lively, friendly, and wickedly smart discussion arose around this post on Facebook, between Jason and UC Riverside's Kody Lightfoot. If the HTML does what I want, hopefully you can read the comments below. Cheers!

Sunday, 16 March 2014

Comics Review, March 16 2014

I have an ulterior motive in writing this post: the first five of you to read it will push my views over 5000, which makes me rather happy. That's kind of a milestone for me, and I appreciate your readership. Cheers, to you.

(I also need something to do while I sit around waiting for Saga vol.3)

Now, to comics. Personal budget cuts have been hard on my pull list, and I've basically cut DC and Marvel out of my life altogether at this point. Which sucks, really, because Jeff Lemire is still doing a wonderful job with Green Arrow; I got pretty pumped when Tockman made an appearance in the comics and the show (Arrow), in the same issue that Diggle first appears in the comic. It was, I think, a sign that DC is beginning to do with Green Arrow what Marvel has done with S.H.I.E.L.D., create a storyline and characters with a foot in each world, print and screen.

At this point there are four print titles that get me all hot under the collar when they show up each month: FBP and Hinterkind, both from Vertigo; and Velvet and Pretty Deadly, both Image titles. I've reviewed most of these already, but it's been a while and I want to quickly touch on what I'm liking about each series. I think I'll start with Velvet.


Velvet #4 cover by Steve Epting

I've gushed a bit about the artwork in this title, and Brubaker's treatment of such a beloved but under-used spy trope, the "Girl Friday". That was after the first issue; #4 came out this month, and it's only been getting better. Our heroine, Velvet Templeton, has shown herself to be resourceful, elegant, determined, scared, angry, and most recently dumbfounded by the intriguing mess she has become embroiled in. Brubaker's writing is, as ever, superb, and Steve Epting's art is tantalizing blend of flair and grit. The punches fly thick and fast, and the shadows are deepening. I'm not sure that it's Noir, at least not to the level that Criminal or Fatale were. You don't develop such a deep loathing and pity for Velvet as you might for the Lawless boys, but she's got flaws nonetheless. Brubaker is still keeping his characters grounded in a sort of wounded reality, something I think his readers have really connected with over the years, maybe even the thing that his readership has become founded on. Feel free to prove me wrong on that count. Either way, Ed's sticking to the dark and secretive stories we've come to love him for, and this book is a treat to get my hands on every month.


Pretty Deadly #4 cover by Emma Rios

Pretty Deadly's been getting some wicked great reviews, and who can disagree? It's a phenomenal series. It got off to a rough start with that whole debacle about the issue that was torn up somewhere down south, but the number of issues #1s sold was astonishing. I don't really know that I can say anything about this series better than John Parker already has.
Pretty Deadly is an Eastern myth incubated in a Western Womb; a story within a story within a story; a dark fairytale about bad men, worse women, and Deadface Ginny, the reaper of vengeance, the daughter of Death. Commence head-banging now.
Everything about the series just clicks for me. Emma Rios's style of illustration is visceral, energetic, the kind of non-polished immediateness I've been trying to achieve in some of my own work. The colours are spectacular; if you've ever been to the Painted Desert in Arizona, you know what I'm talking about. The story...well, reading it as someone who cut his teeth on Louis L'Amour paperbacks and has developed an abiding interest in all things mythology, not to mention Eastern (Islamic, specifically Persian) forms of narrative, has been an absolute joy. The mythic landscape DeConnick and Rios are creating gets more layered and complex with each issue. The frame-narrative form solidifies. New characters are introduced, and new spiritual elements are made apparent, which adds a deeper consequence to the actions of the story. You become invested in their world, and that is a sign of a well-crafted tale.

Hinterkind #6 cover by Greg Tocchini


On the topic of mythology, Ian Edgington's Hinterkind has been an interesting ride. I don't often put it in the list of favourite comics that I rattle off when people ask me what I'm reading, and then I remember how pumped I am to find it in my box once a month. I must be enjoying it or something. For a couple issues near the beginning I wasn't quite sure where it was going. The premise seemed a little hodgepodge, a bunch of scraps of ideas that we were allowed to glimpse out of context one at a time, with no notion of how they might fit together. This last issue, though, #6, solidified in a big way. Some pretty massive hints were dropped about what's in store for us, in a way only attempted assassinations and airships can do. I will say no more. If you're looking for a unique blend of post-apocalypse survival and Hellboy-esque re-imagined faerie civilization, then this may be the book for you. The art's a little rough, and the start's a little slow, but I have a hunch that there's some big story in the next couple issues. I for one am looking forward to it.

FBP #5 cover by Nathan Fox


And finally, FBP, formerly Collider for those of you out of the loop (there's a physics joke in there somewhere...). This title is hands-down my monthly favourite, a colourful, sharp, unpredictable romp through the ins and outs of life in the Federal Bureau of Physics. It's so good that I keep thinking it's an Image title (I'm so unimpressed with DC these days that, when something good comes out, I assume they weren't responsible for it. I have to start cutting Vertigo some slack). I couldn't pick my favourite bit of this title if I wanted to. Oliver's writing is dry, smart, and funny; Rodriguez's art is the perfect pairing. Not to mention that I get a new Nathan Fox cover to drool over every month (a good reason to keep your comics in plastic, folks), though he did change up his style a bit on this last one. I'm still trying to figure out what I think of it. New story arc, though, starting in issue #8, so maybe it's just a matter of him creating a way of visually identifying a chapter. I'd be okay with that.

There's nothing I love reading right now more than this comic. They've done a great job of pacing the story, sprinkling each issue with hints of mysterious family tragedy and high-level corporate conspiracy. There's a lot that can go wrong when you privatize control over the fabric of reality. They dropped a Plato's Cave reference in this last issue, and I sort of shook my head and kept reading. The Cave was cool the first time I heard about it, but it gets a little worn out the more sci-fi you encounter. It looks like FBP might redeem itself in its use, primarily because at this point I have no idea where Oliver is taking us with it. This is the unpredictability I mentioned earlier; there are no rules in the world Oliver has created, or rather, what rules there were are fundamentally breaking down. Nothing is stable. Every issue is capable of pulling you in and showing you something you never saw coming, no matter how much you thought you had it figured out. It leaves you wanting more. It leaves me with the insatiable urge to go shoot pool...

Monday, 20 January 2014

The Banner Saga - Remembering the Meaning of Epic

I am, possibly, the slowest gamer I know. So when I say that I'm 6 hours into Stoic Studio's The Banner Saga it's implied that I've been taking my sweet time. Because this isn't a game you can rush through. This game is a tale, a myth, an epic in the truest sense of the word.

And above all else, it is beautiful.

There was a really excellent review written by Chris Suellentrop for the New York Times last week that drops names and gives production stat for this game. I recommend you read it. Chris sums up the game nicely when he says,
...the story is well plotted and set in an original world with a deep mythology and history, even if it approaches boilerplate high fantasy: The gods are dead. The sun is frozen. War has returned. The end of the world is nigh.
Why, Chris, you say "high fantasy" like it's a bad thing! That is precisely why I am going to gush all over this game; it feels like a true medieval epic brought to life. I've been looking for a game like this for some time. Way back in 2013 (practically ancient history), I played King Arthur: The Roleplaying Wargame for a couple months, and boy was it fun. For fans of Mary Stewart's Arthurian fiction, the game is full of pleasantly familiar places, people, and tropes. After a while, though, it felt a little forced. I lost interest in the story, because there wasn't really a story. I was undertaking a long series of disconnected quests with no real investment. I didn't know who my knights really were beyond their stat bonuses and magical powers; there was no real dialogue, very little you could say in character to change the story. So while the game was both challenging and very, very pretty I felt that it was squandering a lot of narrative potential. And I stopped playing.

The Banner Saga caught my eye on Steam the other day, as I perused lists of games that I really don't have time to be playing. It was the art that jumped out at me, not the glossy digital airbrushing makes up most video game art but crisp cartoon lines and vibrant colour, like the love child of Disney and Arthur Rackham. Actually, very similar to the work Fiona Staples is doing for (ironically) Saga with Brian K. Vaughan's. I was wonderstruck, and hesitant, fully prepared to be let down by shoddy game graphics and shallow gameplay after such a wondrous initial image. But it never happened.

Having only recently read Stephen R. Donaldson's essay on the nature of Epic Fantasy (recommended reading by Nobody Important), the sudden discovery of a story on this scale was a brilliant surprise. Donaldson writes of The Epic in the following manner:
...what makes something "epic?" Length, of course. But nothing in literature is that simple. An epic is not "epic" merely because it is longer than anything else. As Marx observed, "Differences in degree become differences in kind." An epic is "epic" because it deals explicitly with the largest and most important
questions of humankind: what is the meaning of life? why are we here? who is God and what is She doing? what is the religious and/or moral order of the universe? In fact, back in the days when epics were more commonly written, their acknowledged purpose was to tackle such questions. The "epic" was the highest form of literature, and was expected to say the highest things.
In effect, epics articulated the best religious and cultural, the best social and psychological self-perceptions of their times: they recorded the way humankind looked at itself.
It's interesting that throughout English literary history no writer has been able to write an enduring "epic" without using the metaphor of magic and the techniques of personification. Apparently, to be "epic" a work must not only be long and profound; it must almost be fantasy.
The reason for this is simple. Throughout English literary history, the writers of "epics" have wanted either to say something transcendent about what it means to be human, or to say something about the nature of transcendence itself. The tools and resources of fantasy were formed for just those subjects.
The game reads like it was plucked straight out of the pages of Heaney's Beowulf or the Volsungsaga. It is epic in the way The Lord of the Rings is epic, a story of warriors and kings and people fighting for survival in a world of truly mythic proportions. And yes, I say "reads" very deliberately; the voice acting is minimal and the script elaborate, leaving you to play out the dialogue in your head (or, in my case, in terrible Scandinavian accents when nobody else is home). You play through parallel stories in alternating chapters, as the leaders of two ragtag clans made up of Viking-like Humans and horned giants called Varl. The two races live under a tenuous alliance born of necessity in the forge of war, when the gods were killed, and the world was ravaged by the colossal and ferocious Dredge. That war ended years ago, but now a new crisis has arisen: the Sun is frozen. It hangs, motionless, in the sky, leaving the northern lands in a bleak perpetual daylight. Alliances must be maintained, but in this time of forced diplomacy the Dredge have returned. The clans find themselves on the move, though for different reasons. You must become a leader willing to make the hard choices to save your people...or you will die.

The creators of this game have created a living, breathing world with an elaborate history. From the beginning of the game you have access to the map of Ubin, the clan chronicler, depicting a vast world stretching hundreds of miles in all directions. Clicking place names brings up a window briefly detailing the role each landmark played in shaping the history of this brutal land. Now, this is no open-world RPG. Your movements are scripted, the path you must walk already planned for you. You're being railroaded, in short. Your input comes in the form of the decisions you must make along the way. Travel is no small matter; collect what resources you can, stay on the move, keep an eye on the size of your caravan as starvation threatens your clansmen and raiding monsters descend from the hills on the slow and weak. At one point I had to sacrifice a wagon full of treasure to save the life of one of my dearest warriors. It was costly, but Gunnulf is still with us. Thank the gods...no, wait, they're dead. Never mind.

The thing that jumps out of Donaldson's description (above) at me is the idea that "[Epics] recorded the way humankind looked at itself". In that regard, writing a fictional epic seems a little divorced from the whole concept, and I love the way The Banner Saga addresses that. The banners referenced in the title are long, trailing swathes of fabric that writhe in the wind as you watch your caravan trundle across the northern hills. Upon them are embroidered the running history of your people, with a section for each family's lineage. Members of the family (admittedly usually the women) learn to master the art of embroidery, for it is their responsibility to keep the story of their blood alive. There is talk of The Menders, arcane weavers of history, and an enchanted banner in the King's city that records events upon itself. This is a story about Stories of the most sacred kind, the stories that cultures tell of themselves, that form the foundations of their identity. The standard bearers in the armies of old were skilled warriors, tasked with defending the colours at all costs and until the bitter end. The 2011 film The Eagle expounded upon the weight of a soldier's honour tied to the symbol he fought for; the 2001 film The Last Castle with Robert Redford did much the same. The Banner Saga instills you with that respect for the symbol of your people. So I find myself fighting desperately to keep my clan alive, knowing that if they fall to the Dredge and the banner is lost it will mean the end of their history.



One last note on character development. I am impressed, because the women in this game are phenomenal. If there's one term I'm sick of hearing, it's "strong female character". Thankfully I'm not alone; this gem of an article was written back in August with the sub-header "Sherlock Holmes gets to be brilliant, solitary, abrasive, Bohemian, whimsical, brave, sad, manipulative, neurotic, vain, untidy, fastidious, artistic, courteous, rude, a polymath genius. Female characters get to be Strong." (Sophia McDougall). Damn right. So when I found myself in the middle of this conversation with Oddleif, the chieftain's wife, I literally fist-pumped and yelled for joy. We'd just come out the wrong end of a brutal skirmish to discover her husband lying dead in a cart, and this is what she had to say:
People tell me I'm a "strong woman". It's funny, my father named me Oddleif before I was even born. He wanted a boy so badly. Strong woman. What does that even mean? If I feel nothing about my husband dying people think I'm strong. If I cry because my insides feel life they're on fire I'm weak. Why does that feel so backwards?
To whoever scripted that bit of dialogue: someday I will find you, and I will hug you. I've also had a character refuse to auto-attack in combat because she decided through a conversation I had with her that she didn't want to kill Humans or Varl. It was a shock, and a welcome realization that this game means business when it come to knowing who your characters are.

Needless to say, The Banner Saga tells a beautiful tale. It's slow, quiet, contemplative at times and emotionally desperate at others. It's immersive in its scale and intricacy. Above all else, it is epic.