A book I have to thank for doing
something wrong
Before we get to today's review, let's talk
about Will Eisner first, shall we?
Particularly
why we have a prestigious award given out annually to people named after Mr.
Eisner.
Eisner wasn't
just a genius. The comic book medium has had many genius artists and creators.
Eisner was THE first genius who KNEW what writing comics was all about. The
first guy to understand the medium and its impact. He was also one of the first
to pass this information on to others in an understandable format.
His
spectacular work on The Spirit is a testament to his expert craftsmanship at
telling a story in a visual medium. But he didn't just write The Spirit, he
also used it as a teaching tool. Once the comic was in magazine form, he
explained the principles and methods utilized in the art of graphic novels
between its very pages. These essays, which he wrote as companion pieces to his lectures at
the School For Visual Arts in New York, were compiled into a book of invaluable
knowledge known as Comics and Sequential Art. He followed it with a companion
piece on creating the narrative called Graphic Storytelling and Visual
Narrative. These two books became sort of a Bible for all creators
of graphic storytelling to follow. Heck, the man actually coined that term "graphic
novel."
Eisner
realized that composition of scenes and sequencing of both panels and dialogue
are more than just slapping art on a page. In the graphical medium, they are
the very essence of storytelling. Abuse them at your (and your reader's) peril.
Which brings
us to the issue at hand, a black and white book told in the comedic vein about
a bunch of animals trying to rid themselves of the neighborhood golf course.
The book is brought to us by Silent Devil Productions, a publishing house that
lasted the better part of two decades pumping out various titles and one-shots.
This issue constituted half of Silent Devil's first publishing endeavor and to
be honest it has a lot of rough edges. Sharp, jagged edges that will cut your
hand off if you aren’t careful. The infant stages of many publishing houses are
recorded in my stacks of Crapbox comics, but this one I've singled out because
it taught me something.
Silent Devil
Productions was formed in 1996 by David Fairley, Christian Beranek, and Adam
Beranek. They produced a handful of books from 2002-2004, finally getting two
series with staying power. Around 2005 or so, Dracula vs. King Arthur and The
Devil's Panties books became modest sellers and the startup publisher was on its way. The former book I'll be reviewing later, as it has
wandered into the Crapbox as well. I'm glad that the company stuck with it and
found eventual success, growing out of the awkward period that produced Silent
Forest #0.
I'm not going
to lie, the book is all kinds of terrible. The jokes are flat, the art
inconsistent, the narrative trite and the characters underdeveloped.
It also hurt
me to read it.
Why would I
say something so horrid, you might ask? It is due to the nature of what lurks
between the covers of Silent Forest. Knowing this was one of the first things
out the chute and a labor of love for writer Adam Beranek and artist Heidi
Evans, shouldn't I go a bit easier? I will say that the knowledge this was
released following their college years makes accepting unpolished art and
juvenile humor a bit more bearable (pardon that pun).
But it is the
execution of that material that gives me the that headachy pain in my frontal
lobes. Unexpectedly it also leads me to an epiphany about comics in general:
Layout and
panel design aren’t just important from an aesthetic
standpoint, but have to be carefully orchestrated from a storytelling standpoint. Or to put it
more directly, it doesn't matter if your art is pretty if it makes
understanding the story difficult.
Simply put,
Silent Forest #0 makes following the story a chore.
I've written
short stories and articles for publication, so I am very familiar with the
concept of clarity in writing and keeping people involved in the narrative. The
moment the author does anything that distracts the reader, like the dreaded
"head-hop" or convoluted flashback sequence, you risk throwing that
person completely out of the reading experience. You have to keep them engaged
and interested, surely, but the worst sin you can do is to break that fourth
wall by doing anything that makes them stop, go back and re-read a passage.
That includes
basic mechanical errors, something our current generation of text and instant
message obsessed youths would do well to take heed of. In writing, something as
simple as poor grammar or spelling errors creates the same effect as something
so vast as an unbelievable plot contrivance. Both can act to disrupt the
reading experience.
In comics you
have an additional "gotcha" that can break the reader's flow: anything
in the visual realm. Something as small as mis-ordering the expected
arrangement of dialogue boxes, say.
And Silent
Forest does that.
Repeatedly.
In a way that
if you pay as close attention to the material as I was, you begin to have a
deeper understanding of the challenge faced by the artist to tell a story in a
graphical medium. It is MUCH more than slapping characters into a panel with
some dialogue. It takes a layer of skill that we seldom if ever think about. Using
sequential art design is a tricky skill to master.
Let me show
you what I mean.
Here is a
page from early on in the story. The art is a crudely simplistic, but given
that this was a "funny animal" book, let's give that a pass for now.
The first panel is setup.
The second is where our problem starts. As American
comic readers, we typically read things from left-to-right. In the comic realm,
higher balloons are usually read before lower balloons. Now here is our
problem, in this panel we have three balloons. Normally you would read them
starting at the lower left and continuing to the upper right.
However, to read
these in the correct order you have to ignore the expected left-to-right
reading flow. Instead you would read them right-to-left, like a manga. At least
the artist attempted to clue the audience in by making those dialogue boxes higher,
but put quite simply this panel doesn't work.
In several
instances I caught myself reading answers before questions. Or reading
statements made with the supposition that a previous statement spoken by a character
to the right of the speaker had already been read.
And what
those experiences did was break the forth wall. With a good outcome, I suppose,
since the experience created an uneasy feeling that there was an important
principle that had been violated to thrust me out of the story if I could just figure
out what it was. Let me give you another example. Read this box as you would a
normal American comic book panel.
Our three
main characters meet this female animal while looking for the wise owl who will
help them get rid of the golfers. I have to state for the record that I have no
idea what that female animal is supposed to be. She is located on the far
right.
When I first
saw her I immediately thought it was the unholy love child of two lemurs from
the movie Madagascar. Tell me you don't see a little King Julien combined with
Mort in that character design?
Whatever she
is, one of the werebears has fallen for her. The one in the middle. And he has
the first piece of dialogue in this panel. So our correct reading flow is
middle balloon, right balloon and then left balloon. There is no country where reading this way is the expected flow
Another
example is here:
The flow
starts with the sound effect of the character in the upper left laughing at a previous
panel's joke. Then for some inexplicable reason we are supposed to know to
shift to the character in the bottom right-hand corner. From there the order
goes upper right dialogue box followed by middle left. If you draw a line for
how your eye should move about the panel it would look like this:
There is no
way that is natural or expected.
What all this
boils down to is that panel design and storyflow are both in the hands of the
artist in a graphical medium.
While the first is kind of a given, it is the
second that comes as a surprise. An award-winning story in the hands of an artist
with talent BUT doesn't understand how to properly structure their panels
will end up horrible. And an average story in the hands of even an average
artist who understands the advantages and limitations of spinning a yarn
visually will end up looking like an award winner.
I've seen this time and time
again in the Crapbox, but it took Silent Forest to really unravel the mystery.
I'm pretty
sure these are rookie mistakes, but how do comic book artists address them if
they want to succeed?
I'll admit to
NOT being Eisner or having anywhere near his understanding of the medium that
is comic art. I'll also state that I haven't read much of his essays on design.
However I think I can throw together a couple of thoughts on it that might be
relevant.
I can think
of three ways to address problems of dialogue sequencing like we see in Silent
Forest #0. The first is to utilize your dialogue boxes to always create left to
right flow. If you have to, stretch them across the top to attribute them to a
character standing on the right and then layer subsequent dialogue boxes
directly below them. It is an ugly fix, but it works and could have saved that
first panel I presented.
Second would
be to reattribute dialogue (if possible) to create the correct flow. This is
tricky, since much of dialogue is used to inform the audience about the
character. If what is being said is personal and can apply to ONLY that
character, then you are stuck. In those instances you must move on to the third
tactic. However, there are instances where the contents of what is being said
isn't specific to that character. In those instances it doesn't matter if
character A or character B says a certain thing as long as it is stated so the
story can move forward. In that case, redistributing the spoken lines would be
much better than causing confusion.
Third would
be to send it all back to the drawing board. If the layout of the panel doesn't
fit the dialogue sequence, you can always have the artist draw the entire panel
over, perhaps from a different angle or moving characters from position A to B,
or from foreground to background. This is possibly the cleanest method in
regards to how it looks, but also the most time-consuming.
Yes, Silent
Forest has weak spots but the most glaring was a problem that every comic
struggles with. Give the book a seasoned illustrator and/or an objective editor
and this problem gets caught before it heads to the presses.
What happened
with Silent Devil? Sources show the follow-up Silent Forest book had a portion of the writing chores headed to ChristianBeranek, who has proven herself a talented writer and went on to bigger things running Disney's comic book subdivision in 2008. She collaborated with brother Adam on writing the
Dracula vs King Arthur book and not to spoil a later review, but it has the
potential of being one of the better Crapbox finds. Given its long print run it
appears to have been a commercial success as well. Adam had his own successes, even contributing to the comic book tie-ins to David Fincher's "Se7en" movie. As for this Silent Forest? Perhaps
the more silent I remain, the better.
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