Fantasy
February and Magical March!
Cerebus
bi-weekly #1
Sim’s
masterpiece of fiction
"Untitled”
Writer – Dave Sim
Artist – Dave Sim
Editor – Dave Sim
December 1986
There
is nothing more epic in scope than Cerebus. Dave Sim’s masterpiece comic series
that forms one long story is that grand. Possibly the longest any creator has
written a single character, Sim announced when the book was barely in double
digits that he would write 156 issues of Cerebus. He later upped that to 300 issues
and would chronicle the main character all the way to his eventual demise in
over 6000 pages of art and story.
Sim
filled those pages too. Cerebus began as a simple parody book, a “funny animal”
lead walking through a story that blatantly stole content from Robert E. Howard’s
Conan stories. Each main character had a tone that took itself seriously too,
though. After a while the parody parts of the stories started to fade into
random brief interludes and the real majesty of Cerebus began to unfold.
I
say all of this without having read the storyline to conclusion, because over
the course of 27 years Sim did indeed make it to 300 issues. I, however, have
only made it through the first five “phone books,” those being the “agreed upon”
most important volumes. Beyond those there are few plotlines that are great
comic works and several that involve very divisive ideas on sex, gender, theism
and metaphysics.
The
books are heavy in more than just page count and weight.
So
I have saved the latter pieces for a time when I digest them in solitude and
absorb the good in them. Perhaps that time is now? Who can rightly say?
What
I can do is ENCOURAGE all of you to buy the first four volumes. No matter who you
are, they are essential reading.
What
are they exactly? The books follow a strange little character called Cerebus.
Cerebus is an anthropomorphized aardvark whose personality comes directly from
those Conan books I mentioned. He speaks in third person, has a brash, cocky
demeanor and seeks to rule his own kingdom one day. The first volume is littered
with parodies of standard fantasy adventure tales such as this one and the
style is part realistic and part counter cliché.
The
volumes that follow this first tome shift the book’s tone as Cerebus works his
way to power by trying to get himself democratically elected and after failing
that, to gain a kingdom through religion. There are asides by characters who
resemble Red Sonja, Groucho Marx and a re-occurring character who continually
takes on personifications of current Marvel heroes such as Punisher, Captain
American and Wolverine. Filled with tragedy and comedy, the books serve up an
emotional rollercoaster that will make you laugh uproariously one moment and
have your heart breaking the next.
Be
careful with it. It is dynamite.
But
this issue recounts Cerebus’s first outing, coming along as Sim started reprinting
issues to meet demand in 1988, ten years after he started the book. In it, we
see the cruder style he used for drawing Cerebus and the other inhabitants of
the pages. Also this issue comes without Gerhard’s assist on backgrounds, which
started in issue 65, an art addition that added tremendous amounts of depths to
Sim’s illustrations.
But
here it sits in the Crapbox, so we should give it a flip through and see what
you think.
We
begin with Cerebus riding past these two men on his way to visit the town’s
local tavern. Sim saves his effort trying to give Cerebus a consistent look at
this point, setting for the raw emotion of drawing the character. As a result,
Cerebus looks positively goofy, and not in a good way.
And
just as you start to dismiss the character and the book for its crude art style,
Sim does this bit with the bar patron picking a fight with Cerebus only to lose
his hand. While not adept at figures at this point, there are lots of good art
cues here, like the bars in the tavern making it look as rough as a prison. And
the low angle used by Cerebus as he walks in, as if he looks down on the mortal
bar customers. As for the tough and surly barkeep, who doesn’t care for Aardvarks,
watch that body language give way to…
…fear
found only at the point of a drawn sword.
Cerebus
stalks that bar, with Sim giving him eyes reminiscent of the monster from those
old Bugs Bunny cartoons. To further alienate him from his surroundings, Cerebus
is the only creature that is shaded in this odd half-tone manner. In essence,
he is different in much the same way
that Conan is different. He has a destiny we are supposed to care about, which explains
why Sim rendered him so uniquely out of the world he inhabits.
In
the story, Cerebus obtains a job in typical Conan fashion: from two ruffians
whose morals and the work they would pay for both highly questionable.
Next
page the pair and the Earth-pig stand outside a wizard’s tower. The pair are explaining
that they want Cerebus’s help breaking into the tower and stealing the mystical,
magical Flame Jewel. They want to do it stealthy but Cerebus runs out of the
hiding spot. Note that Cerebus shows a lack of foresight that is his trademark
here, a trait that will cost him a kingdom, the love of his life, and all the
things that will eventually matter to him. In these panels he just comes off as
headstrong and foolhardy, but this characteristic will eventually define him
and defeat him.
Inside
the sanctuary, an older wizard notices their approach with no more interest
than he would at the aggravation of kids on his lawn. We should sympathize with
him a little, he’s minding his own business when thieves burst into his home looking
to kill him and take his property. Like all wizards in these stories, however,
our victim is more than happy to murder our principal character and his cohorts
in return for mere trespass and the cards most definitely are stacked on his
side of the table. He could have killed Cerebus here, but he is shown not in
typical cackling evil fashion as one would from a Howard tale, but like a person
starting to lose their edge. At every turn he acts like he’s forgotten how to
do something properly.
As
they probe deeper into the wizard’s sanctuary, they come across scattered
skeletons of past explorers, which Cerebus dismisses…
…until
his more cowardly companion’s worries come true and the skeletons come alive
and menace him with their flashing blades. Sim gets closest to his eventual Cerebus
design on this page in the bottom panel on the left.
Also,
as if calling out for Gerhard’s backgrounds, Cerebus begins ascending a staircase
that Sim doesn’t fill-in. Odd how that something that was a design decision
back then looks like an unfinished page to us that have read the comic for so
long.
Anyway,
Cerebus is breaking a sweat trying to defeat the wizard’s trap…
…which
he ultimately succeeds in doing by taking a tumble in another backgroundless
scene. The message here is that Cerebus is not only headstrong and foolhardy,
but also that he is unbelievably hard to kill.
Our
wizard makes for a secret lever that releases narcotic flowers on our troop and
the book takes on a very odd cast…
…as
Sim uses the mental fog created by the potent drug to bend and distort his figures
as a way of expressing their discomfort. I don’t like these panels, not only
for their amateurish bent, but also because they are too easily mistaken for
poor art. If you hand someone issue one of Cerebus and they pop open to this
page, their reaction when you tell them of how it has some of the most amazing
art to ever grace a black and white comic will be to laugh in your face. The evolution
of the book in the beginning was something that ramped up VERY quickly. My only
thought was that Sim was behind the scenes working his butt off to refine his
style the only way an artist can: practicing until your fingers bleed. It is a
real honor to have his later work develop into the amazing graphics and a sign
that even the worst that the Crapbox has to offer has potential to develop into
something great if the artist is willing to sacrifice to make it there.
Well,
maybe not the WORST in the Crapbox, but you take my meaning…
Storywise,
the characters make it past the drugged hallway and while his companions are
willing to quit, Cerebus isn’t. Sim uses a stationary background while showing
progressing figures in the foreground to neat affect here, giving them the
impression of advancing toward the prize even as the criminals contemplate backing
out.
It’s
at this point that Cerebus uses his head, something that Conan would always do by
some manner of instinct, and determines that they have been walking in circles
fighting illusions. As he makes this astute assumption, the wizard finds them…
…and
unleashes a horrifying dragon…
…which
his companions are swept up in fighting while Cerebus closes his eyes to ignore
the phantom beast and starts advancing on the wizard.
At
first the old man doesn’t see the danger, but as he realizes his plight he
continues trying to dissuade or distract Cerebus from his murderous intent,
ending with a jokey like demise that still has an edge of moral ambiguity.
As
the mage crumbles to dust, having been several centuries old, our trio retrieve
what they came for, the mystical flame jewel. And with that in hand, Cerebus
demands his payment in gold for helping them.
As
they exit the wizard’s keep, all his finery dissipates back into mist and smoke
until the rooms are all empty.
As
they walk back to their horses and the reward that awaits Cerebus, they ask how
he defeated the wizard. This comes off as very counter to the Conan stories,
with Cerebus understanding in detail what the wizard was and how to best defeat
him. So he’s a thinking man’s barbarian, which is a change to the archetype and
a welcomed one. Also that means the flame jewel they’ve fought so hard for is
actually a…
Yup…a
walnut.
And
in a bit of a twist from the Conan tales, the hero of this saga is left better
off than the people he helped, with Cerebus’ bags laden with gold and the two
ruffians holding a very expensive nut.
It
isn’t much, really. It starts off at such a slow burn that you begin reading them
for a visceral, short adventure tale with a bit of humor piped in. By the end
of the first phone book you’ve found they’ve gotten smarter, however. The plots
become more tangled. If you start High Society, you’ll find the book is now on
a downward slope toward greater things though. The rollercoaster ride has
started, so to speak.
I
urge you to get on. Read the first phone book out of idle curiosity, if you must.
Or read it with a head shake that this is just a dumb parody title with a few
good laughs. But read it. Get on the ride. Because after you start High Society,
I know I won’t see you until the end of Church and State II at the very least.
And
that’s a good thing. Worth reading. Do it.
Small correction: Sims wasn't parodying Robert E. Howard's Conan the Barbarian stories, he was parodying the early Marvel comic book run on the character by Barry Windsor Smith, right down to the art style - Sims' technique would get a lot better as he went on, but it's still a pretty fair imitation of Barry Smith's style. Sims wasn't the only one doing "serious" talking animal comics at the time - Stan Sakai had started Usagi Yojimbo and Eastman & Laird debuted Teenaged Mutant Ninja Turtles in 1984 - Cerebus even had a crossover with TMNT! - but it was a notably different take, as Cerebus was the only talking animal in his world.
ReplyDeleteThe latter volumes...yeaaaah. There are some good moments in there, but it gets really heavy and honestly long parts of it are quite a slog. Still, it's a really impressive achievement as a whole. I dare say nobody's ever done anything else like it.
I don't think my Crapbox Conan Collection goes back to the Barry Windsor Smith era, but if it does I will definitely give the art style a compare. I can easily see how I might mistake novels for the comics though, as early Marvel Conan captured a lot of the personality of Howard's barbarian hero.
DeleteI'm hearing that it has gotten harder to find the telephone books. I hope that's truly not the case as finishing them is something I'd like to do one day soon. I know the ending isn't a happy one (spoilers), but I'd still like to see where he ends up.