A review of Chuck Palahinuk and Cameron Stewart’s graphic novel: ‘Fight Club 2.’

I have always been a fan of Palahinuk’s original ‘Fight Club,’ and Fincher’s brilliant adaptation, a film I have watched repeatedly.  It’s a fantastic concept, the manic alter ego capable of doing all the stuff you wish you had the balls to do, and the savage satire of consumerism (“the things you own end up owning you”) resonates ever more strongly as our embrace with shiny gadgets and latest must-haves gets ever tighter.  The stories also have a lot to say about the crisis of modern masculinity and the difficulty of carving a meaningful male identity in a world of soggy and treacherous material values.
I picked up this with high hopes, and the blurb led me to expect truly great things.  It involves Palahinuk himself as writer after all, as well as some brilliant talents in the comic industry today.  How disappointing then to finish feel frustrated, empty and disappointed.
First, the pluses.  Cameron Stewart’s art is mesmerising, and captures well some of the signature visual elements of Fight Club.  His characters visually reinterpret Sebastian, Marla and Tyler but carry forward all the elements we love.  Sebastian’s perpetual bowed head of subjection, Marla’s a tightly coiled, highly sexual spring, Tyler is a lean, muscular panther of a man, bold and kinetic.  And yet they are not just copies of Edward Norton, Helen Bonham Carter and Brad Pitt, and that is good.
It’s fun to see Brian Paulson, the House on Paper Street and the support groups, the Space Monkeys and more also return and given fresh spins and perspectives.  It’s also a neat concept to have Sebastian having kept Durden at bay (he thinks) through medication.  Sebastian and Marla’s son ups the ante and gives a fresh dimension and urgency to things.
What frustrates is that the narrative falls flat.  It’s way too ambitious, too knowing, constantly turning to wink at you  instead of keeping its eyes on the narrative road.  This is especially true in the last quarter of the book, where Chuck Palahinuk and his team of writers take center stage as characters, dealing with reader dissatisfaction of the story’s ending.  It’s fourth wall busting that does not work.  And it breaks a narrative that is already strained from over-ambition.  It posits that Tyler has now developed a global military mercenary force, has a castle in Europe and is able to bring about a nuclear holocaust.  The other central conceit is that Marla enlists the help of a support group of sufferers from Progeria (aging disease), children that look like small elderly people.  They become a parachuting crack military force.  It’s too absurd, it doesn’t work.
Where this is flabby and over-extended, the first ‘Fight Club’ was stripped back and mean, it had ambitious scope and pushed imaginative limits.  This feels like a film sequel where the production team feel that a mega-budget and massive scale will solve everything.
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A review of the graphic novel “Arkham Asylum: Living Hell”

This is one glorious fever dream of a graphic novel from DC, one of their hits from 2003.

It tells the story of Warren White, a super- rich fraudster and embezzler who makes the mistake of pleading insanity in Gotham at his trial in the hope of a cushy sentence.   It doesn’t, it gets him committed to Arkham.   Here he finds himself in an infernal carnival of the criminally insane. Nothing is what it seems.  And Hell itself will shortly come calling…

Writer Dan Slott gives us a multi layered narrative who different threads interweave in a truly narrative fashion.  It has moments of genuine, creep you out horror, pathos, and very dark humour.  It’s an example of how the DC Universe can be more fantastical and lurid than its Marvel counterpart.  DC really pushed the limits of the comic book frame in what we can imaginatively accept without the whole thing becoming too absurd for even the most ardent comic fan.  It’s one reason why DC struggles more to make their stuff work on the big screen.

It’s great to see old favourites here, the Joker, Riddler, Poison Ivy, and more, as well as the beginnings of a new creature, “The Shark,” and those we know less about e.g. Humpty, Jane Doe.

Batman and Batgirl are on the margins here, with most of the heroics being dished out by weary Prison Guard Mr Cash.  He’s an intriguing character; cynical, maimed and almost defeated, it’s when things are at their most dangerous and bleakest that he truly finds his strength.  And this is a blueprint for the heroics in all of us.

Ryan Sook and Lee Loughbridge are penciller and colourist respectively, with the inkers being Wade Von Grawbadger and Jim Royal. Together they create a dark and murky world of dark tones and lurid hues where black, green and of course red predominate.  Frames tell the story at a rapid rate and you are left feeling that there is always a horror you have missed, something nasty glimpsed by the corner of your eye.

Mike Heisler’s lettering has some interesting variations including gothic script for he more infernal creations, and a storybook type for Humpty’s tale.

If you like DC tales that focus on the Super Villains, then you’ll love this.

 

A review of the limited comic series /graphic novel “The Wake”

This review is for an advanced reader’s edition uncorrected e-proof.

“The Wake” is a comic limited series, available now in graphic novel form, that tells the story of a group of scientists and specialists pulled together to study a strange life-form discovered at the bottom of the ocean.  Dr Lee Archer has studied Whale calls and associated marine phenomena, and soon suspects that the creature and it’s call is of significant importance.  What follows is a rapidly developing story that expands over a larger and larger canvas.  The creature gets loose and decimates the population of the rig before calling a huge papa creature and loads of mates.  These turn out to be the harbingers of a wider apocalypse on mankind, as cities flood, and the creatures invade.  The second part of the story follows an enigmatic young woman called Leeward and her Dolphin pal, inhabiting a post flood apocalypse continental mass that still centres on a remnant of American military power.  Leeward find a piece of radio transmitter and picks up a signal, seemingly from Dr Lee Archer, which may hold the clues not only to humanity’s salvation, but to its origins.

If this seems to hold a massive amount of imaginary conceit, it does.  Whether it holds together this ambitious narrative into an integral whole is debatable. The story begins with riffs on ‘Alien’ and sundry other “team of scientists investigate and then are pursued by a new horror” stories, whilst also channelling H.P Lovecraft’s “Shadow over Innsmouth” and his other stories of a terror from the deep.  It has also that Lovecraftan emphasis on monsters that can control and turn the human mind, and are reptilian, cold and utterly alien.   A word here on the creatures, the “Mers.”  Their design is one of the most successful components of the series.  Shadowy echoes of the Mermaid myth, they are a fast, deadly combinatios of razor claws and teeth, with a haunting whale like cry and abilities to shoot out a substance from their eyes that can cause people to hallucinate.

So from the “Alien” like first quarter we move on to a greater threat of numbers and a larger parent creature as with “Aliens,” before a huge change of gear that plunges us into post apocalypse drama, before referencing “Chariots of the Gods” and some very high concept science fiction.  For me the last sections were not wholly convincing, way too much of a stretch, and not entirely clear.  But still, it is good to be stretched and challenged and not dumb down.  But there is a sneaking suspicion it does not add up, or make sense.  But this is far outweighed by the massively entertaining ride of the story as a whole.  Scott Snyder’s writing powers the story along and is as immersive as its ocean setting.  Sean Murphy’s artwork and Matt Hollingsworth’s colours conjure a world of dark, cold underwater spaces and also in other sections, a shimmering, almost washed out quality to the colouring, as if the pages had been retrieved from the sea.  It makes the whole thing dream-like, as if things are always not quite in focus, which fits with the stories understanding of the human predicament.  The style also gives the Mer’s a shadowy menace, as if you are catching them out of the corner of your eye, a feeling the first ‘Alien’ film established so well.

This is an ambitious ride of turbulent imagination.