"Warrior over Washington." Rom flies through the skies of Clairton, W.V., looking for his friends, Steve Jackson and Brandy Clark. He finds them in jail, where they have been locked up over the death of police officer Artie Packer. Rom bursts into jail, analyzes the police, sees they are human, and takes Steve and Brandy away. Leaving Brandy in Steve's care, Rom heads to Washington, D.C. to find Project Safeguard and his neutralizer. He is detected on radar, and attacked by military jets. He defeats the jets, but when he lands to check out the wreckage, a Dire Wraith ship appears and captures him. Meanwhile, back in Clairton, Steve Jackson leaves Brandy to visit the jail, where he turns out to be a wraith, and the real one is still in prison.
Showing posts with label Rom. Show all posts
Showing posts with label Rom. Show all posts
Thursday, June 12, 2014
Wednesday, May 21, 2014
Review: Rom #9
"The Stalker in the Night." Rom is trapped deep underground, having fallen there last issue. What he does not know is that he is in the lair of Serpentyne, the last surviving member of a lizard race. Rom's circuitry continues to rebel from the touch of the Deathwing last issue, but slowly he recovers, and he summons forth his Energy Analyzer. He follows a trail of energy, and behind him comes Serpentyne, wishing to fight. Eventually, Serpentyne catches up, and tells the story of his race, and their destruction at the hands of the wraiths. He is the only survivor. Vengeance must be his. So he attacks Rom, seeking to stop him from being the one to take out the wraiths. Rom and Serpentyne battle, and Serpentyne breaks off a stalagmite, seeking to run Rom through with it, but he trips, and the point breaks off and skewers him instead. His madness passed, Serpentyne apologizes, and then dies. Rom heads off to continue looking for his Neutralizer.
Sunday, April 27, 2014
Review: Rom 8
"Deathwing." Steve and Brandy mourn the loss of their friend, a police officer named Artie, as Rom looks on. Steve rages against Rom, blaming him and once again entertaining doubts about the Wraiths, but Rom tells the story of another world destroyed by the Wraiths, and warns that this could be Earth's fate. Then with his Analyzer, Rom determines Artie is alive, so he departs, and Brandy and Steve let in the rest of her lab, so that Artie can be taken care of. Rom uses his Analyzer to track Wraiths, and finds them pretending to have a funeral for one of their own. In the mean time, a mysterious reptilian creature seems to be hunting the other Wraiths in Clairton. Rom arrives at the grave yard and attacks the Wraiths. Their leader summons a Deathwing, but the creature is hard to control, and ends up turning on him and killing him. Rom's arm is touched by the creature, and he loses control of it, falling into the grave, and then down into a deeper pit. The monster hunting Wraiths appears, and is revealed to be Serpentyne.
Saturday, April 19, 2014
Review: Rom 7
"As I lay dying." Steve Jackson hides out in his damaged filling station, trying desperately to repair the still form of Rom. His friend, police officer Artie Parker, arrives, demanding to know what is going on, and Steve tells Artie about the Dire Wraiths. The body of a dead Hellhound convinces Artie that something is up, and he agrees to help Steve get Rom to Brandy Clark's lab. While they are out trying to save Rom, Wraiths and Hellhounds break into the filling station and steal Rom's neutralizer, which is still surrounded by a force field. And far away at Project Safeguard, the wraith leader summons the Thornoids to finish Rom off. At Brandy's lab, Rom's friends, and Artie, try to resuscitate him, but before they can finish their work, the thornoids, which are sentient plant creatures, attack. Artie tries to protect Brandy and Steve and is killed by the thornoids. But now Rom is conscious again, and he attacks the thornoids, defending Steve and Brandy.
Saturday, April 12, 2014
Review: Rom 6
"Dog Day Afternoon." Steve Jackson and Brandy Clark take Rom to Steve's filling station, where they hide him inside. Rom absorbs some energy from an electrical outlet and then goes into "sleep" mode, while Steve takes Brandy to work. Meanwhile, the Dire Wraiths blame Agent Kraller for the failure of the Archie Stryker/Firefall plot from issues 3-4, and punish him by having a Deathwing kill him. Back near Clairton, W.V., two Hellhounds telepathically track Rom from the destroyed house (issue 5) to the filling station, and they attack him. There is a great battle, in which the hounds trap Rom's neutralizer in a force field. Steve comes back to see the battle unfolding, and uses gasoline and a lighter to burn one of the hounds. Rom deals with the other one, but his armor is over-charged by an electric wire, and he collapses.
Tuesday, April 1, 2014
Review: Rom #5
"A house is not a home." Rom hides in the woods with Brandy and Steve as the police, unknowingly accompanied by incognito Dire Wraiths, search for him. Eventually, the Wraiths bring out Hellhounds, which are telepathic trackers, and Rom is forced to flee. After dodging Wraith disruptor rays, Rom gets his human charges to safety in an abandoned house. However, the house turns out to be a creature that once fought Dr. Strange, and it tries to capture Rom and the humans. Rom uses his neutralizer to send the House back to Limbo, thereby protecting Brandy and Steve.
Thursday, March 27, 2014
Review: Rom #4
"The Fire, the friend, and the foe." Rom battles Archie Stryker, the two-bit criminal who has been tricked by the Dire Wraiths into being grafted to the armor of the dead Spaceknight, Firefall. Stryker wields the Living Flame of Galador, while Rom wields a neutralizer. Throughout the battle, Stryker tries to kill Rom, whereas Rom is attempting to avoid doing the same, since he knows Stryker is misguided. As they battle in the sky over West Virginia, on the highway below, Brandy Clark is being abducted by Dire Wraiths, and Steve Jackson is pursuing them. Brandy and Steve manage to force the car being driven by the Wraiths to crash, which kills the Wraiths, and enables them to stumble free. Meanwhile, Rom manages to subdue Archie Stryker, and convince him that the Wraiths didn't just put a suit of armor on him -- they bonded Stryker to it forever. It can never be removed!
Thursday, March 20, 2014
Review: Rom #3
"Firefall." A team of law-enforcement officials shows Archie Stryker a video of Rom's rampages on earth. Angry at the deaths of what he thinks are humans, Stryker agrees to work with the officials to take the fight to Rom, not knowing that they are all Dire Wraiths in disguise. Meanwhile, Rom detects major Wraith activity and goes to confront it. As Brandy Clark comes home to find more police in her apartment and is taken away by them, and as Stryker undergoes physical training, Rom attacks an underground Wraith stronghold. She banishes most of the Wraiths to limbo, only to be attacked by a new weapon -- Archie Stryker, now grafted into the armor of the former Spaceknight Karas, aka. Firefall.
Tuesday, March 11, 2014
Review: Rom #2
"Second Coming." Rom smashes into the vault area of Laserium Corporation, chasing a Dire Wraith. The Wraith is in the custody of the Stryker gang, led by Archie Stryker, and they're at the Laserium to steal from the vaults. Rom ignores the humans and dispatches the Wraith to limbo, but Stryker only sees a human being turned to ash. When the police arrive and capture him, he tells the chief of police, who is also secretly a Wraith, that he will do anything to stop Rom. Next, Rom returns to the home of Brandy Clark to seek out her council. Brandy's boyfriend Steve Jackson sees this and calls the police, thinking Brandy is in danger. The Wraith-chief comes along and has the police employ "top secret" (actually Wraith-made) weapons. Rom defeats the police, and his analyzer shows that the chief is a Wraith, so he sends him to limbo. Again to everyone else, it looks like Rom has killed someone. Rom then departs, not wishing to cause Brandy any further trouble. Meanwhile, Stryker vows to get even with the Spaceknight.
Thursday, March 6, 2014
Review: Rom #1
"Arrival!" A comet crashes to earth, and out of it emerges Rom, greatest of the Spaceknights. A car approaches, and the shocked driver, Brandy Clark, loses control. Rom saves her from going over a cliff. Then he summons his energy analyzer and scans her, after which he flies off. In the nearby town of Clariton, Rom scans the residents with his analyzer, and then summons his neutralizer and turns two of them to ash. As people flee in fear, Rom notices Brandy again, and this time he flies off with her. Using his translator, he tells his origin story: his people were at war with the Dire Wraiths, and he and others volunteered to give up half their humanity to become cyborgs. The Spaceknights won a victory, but the shape-shifting wraiths fled to various worlds. Rom has come to earth to hunt them down. Brandy isn't sure she believes him, but then the national guard shows up, and attacks. Rom battles them. Among them are several wraiths, who try to kill him and capture Brandy, but Rom uses his neutralizer to send them to Limbo. Then he flies off, leaving Brandy to wonder what is really going on.
Wednesday, March 5, 2014
New Comic-Book Night -- and some future plans
Once again it has been 2 weeks since I was able to get to the comic-book shop. This time, for once, weather was not a factor. Instead, I had an appointment last Wednesday, and I just couldn't get out there until so close to the next NCN, that there was no point to going. Thus, I delayed until today. This gave me a decent haul -- four comics, all independent titles. While there, I also discussed some other independent recommendations with the shop owner, and I am probably going to pick up some of the trades by the Luna brothers, since I have been so liking their work. But first I have the "Confession" trade to finish for Astro City, and a Birds of Prey volume by Gail Simone, so it'll probably be a few weeks before I dig into anything else.
Thursday, May 2, 2013
The new style of first-issue stories
Although I certainly haven't gone and counted, I would bet that if you did, you would find that more "#1" issues of comic-book series have been published during the last five years than, perhaps, in all of comics history combined. For instance, in 2011, +DC Comics terminated almost their entire line of comics, and rebooted everything back to number 1 (the New 52). Last fall, +Marvel Entertainment launched the "Marvel NOW!" initiative, which didn't reboot their universe but started a whole bunch of series (Captain America, Thor, etc.) back on issue 1. In between, many series have been canceled and re-booted (such as the ending of the Amazing Spider-Man series, replaced with Superior Spider-Man, starting of course at issue 1).
Thanks to all these reboots, and to the ready availability of back-issues on +comiXology, I have therefore read an unbelievable quantity of "issue 1" series launches in the last six months, including first issues of Captain America, Avengers Assemble, Wonder Woman, Supergirl, Superman, Action Comics, Detective Comics, Batman, Batgirl, Earth 2, Worlds' Finest, The Movement, Red Sonja, Pantha, Justice League, Katana, and Justlice League of America. What I have noticed, compared to the "old days" (pre-2000), is a dramatic shift in the style, pacing, and content of a typical first-issue series launch.
In issue #1 of Rom, Rom arrives on earth and for the first few pages, seems almost evil, even attacking and seemingly killing some humans. By page 8, however, Rom uses his translator to talk with the human woman Brandy Clark, and explains his background and origin. He is 200 years old. He hails from the planet Galador, a peace-loving place. The Galadorians entered an uncharted area called the Dark Nebula, and were attacked by Dire Wraiths. Galador's armada was destroyed and the wraiths moved in on them. To save the planet, the flower of Galador's youth would be asked to sacrifice humanity, becoming cyborg warriors (Spaceknights). Rom was the first to volunteer. The Spaceknights prevailed, and drove the wraiths back. But the wraiths, in defeat, scattered to other worlds. As shape-shifters, they could blend in, as they have done on our world. Rom is here to track them down and send them to the plane of Limbo. The army, led by some wraiths in disguise, attacks Rom, and he defeats them, dispatches the wraiths, and flies off. Word of his presence spreads to other wraiths, who now have to decide what to do about it.
This first issue of Rom accomplished everything a classic series-launching number 1 issue used to do. It established the character. It set up the dramatic tensions (in this case, between Rom and the wraiths, and between Rom and the humans who think he is killing them, as well as between wraiths and humans, though humans don't know it). It established one of the main supporting characters (Brandy Clark, who quickly became a love interest for Rom). And it told the backstory in enough detail that the reader knew exactly what was going on, and could easily follow the relationships between the major "sides" in the story (Rom, Human, and Wraith). The ending leaves one in suspense, as a wraith in the local area hears of Rom's arrival and shape-shifts into a bird, flying away to warn her fellow aliens.
Now let's look at what Rom #1 did not do, relative to what #1 launches are like today. Rom #1 did not confuse the reader. It didn't leave the reader wondering who the heck this alien was or why he was blasting people. It didn't leave the reader wondering who the shape-shifting guys were, and whether they were good or bad. It didn't defer important, foundational explanations about the key elements of the series until later issues.
By the end of 'Marvel Now!" Rom #1, the reader would probably have no idea if Rom was going to be good or bad, or, frankly, what the hell was going on at all. And this confusion would be purposeful. The hypothetical "Marvel Now!" Rom writer would deliberately string the reader out, probably waiting until several issues in to reveal what a Dire Wraith was, and perhaps refusing to give Rom a translator, the better to keep things confused and uncertain.
What I've described above is, of course, pure invention -- there is no modern re-telling of the Rom story. However, my description is typical of the first-issue launches of today. Whereas in the old days, the goal of a first issue was explanation and providing a solid foundational base, these days, the goal of a first issue appears to be obfuscation and confusion. Although I can't say for certain, I believe the probable motivation for this is that the companies believe the confusion will increase sales. Readers of the fictitious modern Rom #1 would buy the next issue, and the one after that, because they want an explanation -- who is Rom? Where did he come from? And why is he shooting humans with a ray gun? These questions, which were answered in the 1979 series halfway through the first issue, would probably not be answered in a modern re-telling for at least the first year, maybe more.
A major driver behind this new style is the tendency, in much modern storytelling, not just comics, to start a tale in the middle, rather than the beginning. In the original Action Comics #1 in 1938, we saw Superman's origin told in a linear fashion - he came to earth in a rocket, and his alien body made him super-strong, able to leap buildings, and so forth. The tale began at the beginning and worked forward. Compare with 2011's Action Comics #1 relaunch, which starts with Superman floating in mid-air, with his Super-symbol already on his chest, apparently (somewhat) known but not yet understood by Metropolis, holding a rich white-collar criminal out over a ledge to scare him into confessing his evils. The back-story of Superman's arrival on earth is not told until much later (issue #5), and even that is incomplete (more pieces are told later on).
But it's not just the "start in the middle" style that leads to confusion, because many movies and novels start in the middle today, but still don't leave the reader confused. After all, the original Star Wars starts in the middle of a story, but we are given clear explanations of everything that is going on by the end of the first act (indeed, a lot of the explanation happens in the opening sequence, when the scroll of words tells us who Darth Vader is, who Princess Leia is, and that the Empire is evil, setting up the entire story for us in very clear, unambiguous terms). So in comic-book launch issues today, it's the combination of starting in the middle, and not bothering to explain anything for several issues, that leads to seemingly disjointed, and definitely confusing, stories.
There is no objective way to answer this question, because it's largely a matter of preference. If you like being informed, and having the overall themes and rules of the series laid out for you right away, so that you know where you stand, then you will obviously prefer the classic way to launch a series. If you prefer being left in the dark, and don't like to be told why things are happening too quickly (maybe because you like trying to guess or figure them out yourself), then you will obviously lean toward the modern style.
My preference is for the classical style (I know, you're shocked). Here's why: The classical style established everything up front, which made it a snap to decide if I was going to like a series or not. I could easily tell, by the end of the real Rom #1 (the one actually published in 1979, which established all the major rules and players of the series), that I was going to like it. I knew where I stood relative to the comic. The classical first issue really set the stage for me.
The modern style doesn't do that. For example, I just read #1 of Gail Simone's new series The Movement. I have no idea if I'm going to like the series or not based on just this one issue. The sides and lines of dramatic conflict are murky at best. The characters are hard to tell apart (some of this is the fault of the artist). I can't tell who the protagonists are, vs. the antagonists. I'm not even sure who the major characters are going to turn out to be. After an issue, the only thing I can say about whether I'm going to like this series or not is, "We'll see." Compare with Rom, which after just one issue, I was easily (and correctly, since I stuck with it for 65 issues of its 75-issue run) able to say, "Count me in!"
I've never really enjoyed being confused as a reader. I don't have to know the answer to every question (I hate mysteries where the killer is revealed to the audience at the beginning, for instance). But I do like to understand what is going on, and I don't enjoy when seemingly random events occur for no known reason. Too long of a separation between the event and knowing the reason for that event destroys the reader's sense of cause and effect, leading to the impression that the writer is making things happen for arbitrary reasons (although many events do occur for arbitrary reasons too, and not coincidentally, in many of the same series that are the most obfuscatory).
From what I have seen, the obfuscatory method of confusing the reader and taking many issues to clear things up, does not seem to be working. For example, the New 52 Superman, which started out with strong sales, had a very confusing first story arc that left the reader unsure of what was going on for six issues. If we are right in guessing that the confusing nature of the story is purposeful, because the execs at DC think obfuscation will make readers keep coming back to find out what the heck is going on, then we should see strong sales from this arc. But we don't. Instead, Superman's sales went into free-fall, plummeting from 118,000 copies sold for issue 1, to 70,000 for issue 6 (rounded off to the nearest thousand). That's a 41% decline, and a loss of almost 50,000 fans in six months. Thus, 50,000 people who started out reading Superman, did not stick around to find out the explanations for all the confusing events of the first issue. Does that sound like a win for the "make it confusing" model? Not to me.
As a second example, Action Comics, written by Grant Morrison, is a prime specimen of a story written for maximal obfuscation. I stopped reading this series on issue #6, and by then, hardly anything had been cleared up or explained. Morrison adds more and more complications and threads, without explaining any of the old ones, and ends up with a disjointed and very confusing story. Again we can look at sales figures and ask, was Steve the only one turned off by this? Did the sales ploy, if it is one, of suspending explanations until much later on, work?
Once again, the answer is a resounding "no." Although I can't say when any story threads were explained or plot elements were resolved, I can say definitively that none had been by issue 6 (when I finally gave up). Action Comics began as a top-seller, with 183,000 print copies purchased. Over the first six months, when the vaunted Morrison's patented obfuscation was in top form, sales of Action Comics plummeted by 47% to under 97,000 copies. By issue 7, which is the earliest the confusing elements could have been cleared up (since they had not been as of issue 6), the series had lost fully half of its original readership. Now I ask you: does this sound like a marketing ploy that is working? It seems to me that at a good half of comic readers don't like stories that remain confusing for months at a time, or else these sales numbers would be better.
Now, I have heard it argued that one must read the totality of Morrison's run on Action Comics, which lasted until issue 18, to really "get" it. Only in toto, the Morrison-apologists assert, can the whole logic of the story he crafted be appreciated. I have no desire to read any more of Morrison's sewage, but we can look at the numbers and see whether many other fans were willing to wait eighteen months to have the events in this series explained to them. Once again, the answer is a resounding no. By issue 10, Action Comics had fallen out of the top 10 (remember, it debuted in the top 3 and stayed there for the first few months after the reboot), having lost another 11,000 readers since issue 7, and by number 15, Action Comics fell out of the top 20, and never recovered for the rest of Morrison's run. By the time he left, he had lost fully two-thirds of the readers who started out with him at the beginning of the series. I find it hard to imagine how anyone could argue that this was a successful run. And since one of Morrison's core "strategies" is to confuse the hell out of the reader, I conclude that a majority of comic-book readers don't like to be confused for long periods of time.
Now, don't get me wrong. I love being surprised at appropriate times in stories, and I like having explanations revealed slowly to me. But as the story is going along, I need to understand what the hell is happening. For example, J.K. Rowling doesn't explain how Voldemort used Horcruxes to prevent death in the first Harry Potter book. But she provides enough (although vague) explanation of how Voldemort had used magic to "cheat death" that the book is entirely comprehensible and stands on its own. You don't have to wait until book 6 to understand what happened in book 1. Certainly, you will have a better appreciation for the book 1 events after reading the whole series. Going back and re-reading the books leads to many "aha!" moments. But while you are reading book 1 for the first time, you don't feel completely at sea with the story, the way one does in both Superman 1 and Action Comics 1 (and many, many others).
I've said before on this blog, and I will say again today, that I believe the comic-book writers of today need to go back and re-read some of the old classic series, like Rom. And they don't need to just peruse them casually -- they need to study these books, and understand what made them work, and what made them great. Like the Harry Potter series, Rom's first issue provided a good, simple, basic explanation for what was going on -- it gave the reader a baseline -- and then slowly, over the next 30 or 40 issues, more details about the explanation evolved. That is how to write a good series -- not giving the reader absolutely no baseline and then filling in random details in a deliberately confusing way over the course of a year or more.
Thanks to all these reboots, and to the ready availability of back-issues on +comiXology, I have therefore read an unbelievable quantity of "issue 1" series launches in the last six months, including first issues of Captain America, Avengers Assemble, Wonder Woman, Supergirl, Superman, Action Comics, Detective Comics, Batman, Batgirl, Earth 2, Worlds' Finest, The Movement, Red Sonja, Pantha, Justice League, Katana, and Justlice League of America. What I have noticed, compared to the "old days" (pre-2000), is a dramatic shift in the style, pacing, and content of a typical first-issue series launch.
How comics used to launch a series
Years ago, a first-issue series launch was used in a very specific way. That first issue was seen as a way to introduce the character or the team to the readers, and to establish the basic rules of the series. Let's use the 1979 series Rom: Spaceknight as an example.In issue #1 of Rom, Rom arrives on earth and for the first few pages, seems almost evil, even attacking and seemingly killing some humans. By page 8, however, Rom uses his translator to talk with the human woman Brandy Clark, and explains his background and origin. He is 200 years old. He hails from the planet Galador, a peace-loving place. The Galadorians entered an uncharted area called the Dark Nebula, and were attacked by Dire Wraiths. Galador's armada was destroyed and the wraiths moved in on them. To save the planet, the flower of Galador's youth would be asked to sacrifice humanity, becoming cyborg warriors (Spaceknights). Rom was the first to volunteer. The Spaceknights prevailed, and drove the wraiths back. But the wraiths, in defeat, scattered to other worlds. As shape-shifters, they could blend in, as they have done on our world. Rom is here to track them down and send them to the plane of Limbo. The army, led by some wraiths in disguise, attacks Rom, and he defeats them, dispatches the wraiths, and flies off. Word of his presence spreads to other wraiths, who now have to decide what to do about it.
This first issue of Rom accomplished everything a classic series-launching number 1 issue used to do. It established the character. It set up the dramatic tensions (in this case, between Rom and the wraiths, and between Rom and the humans who think he is killing them, as well as between wraiths and humans, though humans don't know it). It established one of the main supporting characters (Brandy Clark, who quickly became a love interest for Rom). And it told the backstory in enough detail that the reader knew exactly what was going on, and could easily follow the relationships between the major "sides" in the story (Rom, Human, and Wraith). The ending leaves one in suspense, as a wraith in the local area hears of Rom's arrival and shape-shifts into a bird, flying away to warn her fellow aliens.
Now let's look at what Rom #1 did not do, relative to what #1 launches are like today. Rom #1 did not confuse the reader. It didn't leave the reader wondering who the heck this alien was or why he was blasting people. It didn't leave the reader wondering who the shape-shifting guys were, and whether they were good or bad. It didn't defer important, foundational explanations about the key elements of the series until later issues.
How series are launched today
If Rom #1 had been written in today's series-launch style, it would have been very different. For example, no background of Galador and the Spaceknights would have been provided -- this would have been left until the 13th issue, which would have been called Rom #0. Instead, we'd see an alien who can't speak any English, walking around blasting what appear to be humans. We'd see other seeming-humans suddenly change shapes, or whip out ray-guns, and blast Rom, and him retaliate. But we wouldn't know yet if Rom was an evil murderous robot, or an angel of mercy. We'd probably see Rom rescue Brandy Clark from something, but there would be some ambiguity -- was he really rescuing her or just trying to kill her?By the end of 'Marvel Now!" Rom #1, the reader would probably have no idea if Rom was going to be good or bad, or, frankly, what the hell was going on at all. And this confusion would be purposeful. The hypothetical "Marvel Now!" Rom writer would deliberately string the reader out, probably waiting until several issues in to reveal what a Dire Wraith was, and perhaps refusing to give Rom a translator, the better to keep things confused and uncertain.
What I've described above is, of course, pure invention -- there is no modern re-telling of the Rom story. However, my description is typical of the first-issue launches of today. Whereas in the old days, the goal of a first issue was explanation and providing a solid foundational base, these days, the goal of a first issue appears to be obfuscation and confusion. Although I can't say for certain, I believe the probable motivation for this is that the companies believe the confusion will increase sales. Readers of the fictitious modern Rom #1 would buy the next issue, and the one after that, because they want an explanation -- who is Rom? Where did he come from? And why is he shooting humans with a ray gun? These questions, which were answered in the 1979 series halfway through the first issue, would probably not be answered in a modern re-telling for at least the first year, maybe more.
A major driver behind this new style is the tendency, in much modern storytelling, not just comics, to start a tale in the middle, rather than the beginning. In the original Action Comics #1 in 1938, we saw Superman's origin told in a linear fashion - he came to earth in a rocket, and his alien body made him super-strong, able to leap buildings, and so forth. The tale began at the beginning and worked forward. Compare with 2011's Action Comics #1 relaunch, which starts with Superman floating in mid-air, with his Super-symbol already on his chest, apparently (somewhat) known but not yet understood by Metropolis, holding a rich white-collar criminal out over a ledge to scare him into confessing his evils. The back-story of Superman's arrival on earth is not told until much later (issue #5), and even that is incomplete (more pieces are told later on).
But it's not just the "start in the middle" style that leads to confusion, because many movies and novels start in the middle today, but still don't leave the reader confused. After all, the original Star Wars starts in the middle of a story, but we are given clear explanations of everything that is going on by the end of the first act (indeed, a lot of the explanation happens in the opening sequence, when the scroll of words tells us who Darth Vader is, who Princess Leia is, and that the Empire is evil, setting up the entire story for us in very clear, unambiguous terms). So in comic-book launch issues today, it's the combination of starting in the middle, and not bothering to explain anything for several issues, that leads to seemingly disjointed, and definitely confusing, stories.
Which way is better?
Clearly, the style of the first-issue launch of a series is dramatically different today from the way it was in 1979. Which way is better?There is no objective way to answer this question, because it's largely a matter of preference. If you like being informed, and having the overall themes and rules of the series laid out for you right away, so that you know where you stand, then you will obviously prefer the classic way to launch a series. If you prefer being left in the dark, and don't like to be told why things are happening too quickly (maybe because you like trying to guess or figure them out yourself), then you will obviously lean toward the modern style.
My preference is for the classical style (I know, you're shocked). Here's why: The classical style established everything up front, which made it a snap to decide if I was going to like a series or not. I could easily tell, by the end of the real Rom #1 (the one actually published in 1979, which established all the major rules and players of the series), that I was going to like it. I knew where I stood relative to the comic. The classical first issue really set the stage for me.
The modern style doesn't do that. For example, I just read #1 of Gail Simone's new series The Movement. I have no idea if I'm going to like the series or not based on just this one issue. The sides and lines of dramatic conflict are murky at best. The characters are hard to tell apart (some of this is the fault of the artist). I can't tell who the protagonists are, vs. the antagonists. I'm not even sure who the major characters are going to turn out to be. After an issue, the only thing I can say about whether I'm going to like this series or not is, "We'll see." Compare with Rom, which after just one issue, I was easily (and correctly, since I stuck with it for 65 issues of its 75-issue run) able to say, "Count me in!"
I've never really enjoyed being confused as a reader. I don't have to know the answer to every question (I hate mysteries where the killer is revealed to the audience at the beginning, for instance). But I do like to understand what is going on, and I don't enjoy when seemingly random events occur for no known reason. Too long of a separation between the event and knowing the reason for that event destroys the reader's sense of cause and effect, leading to the impression that the writer is making things happen for arbitrary reasons (although many events do occur for arbitrary reasons too, and not coincidentally, in many of the same series that are the most obfuscatory).
From what I have seen, the obfuscatory method of confusing the reader and taking many issues to clear things up, does not seem to be working. For example, the New 52 Superman, which started out with strong sales, had a very confusing first story arc that left the reader unsure of what was going on for six issues. If we are right in guessing that the confusing nature of the story is purposeful, because the execs at DC think obfuscation will make readers keep coming back to find out what the heck is going on, then we should see strong sales from this arc. But we don't. Instead, Superman's sales went into free-fall, plummeting from 118,000 copies sold for issue 1, to 70,000 for issue 6 (rounded off to the nearest thousand). That's a 41% decline, and a loss of almost 50,000 fans in six months. Thus, 50,000 people who started out reading Superman, did not stick around to find out the explanations for all the confusing events of the first issue. Does that sound like a win for the "make it confusing" model? Not to me.
As a second example, Action Comics, written by Grant Morrison, is a prime specimen of a story written for maximal obfuscation. I stopped reading this series on issue #6, and by then, hardly anything had been cleared up or explained. Morrison adds more and more complications and threads, without explaining any of the old ones, and ends up with a disjointed and very confusing story. Again we can look at sales figures and ask, was Steve the only one turned off by this? Did the sales ploy, if it is one, of suspending explanations until much later on, work?
Once again, the answer is a resounding "no." Although I can't say when any story threads were explained or plot elements were resolved, I can say definitively that none had been by issue 6 (when I finally gave up). Action Comics began as a top-seller, with 183,000 print copies purchased. Over the first six months, when the vaunted Morrison's patented obfuscation was in top form, sales of Action Comics plummeted by 47% to under 97,000 copies. By issue 7, which is the earliest the confusing elements could have been cleared up (since they had not been as of issue 6), the series had lost fully half of its original readership. Now I ask you: does this sound like a marketing ploy that is working? It seems to me that at a good half of comic readers don't like stories that remain confusing for months at a time, or else these sales numbers would be better.
Now, I have heard it argued that one must read the totality of Morrison's run on Action Comics, which lasted until issue 18, to really "get" it. Only in toto, the Morrison-apologists assert, can the whole logic of the story he crafted be appreciated. I have no desire to read any more of Morrison's sewage, but we can look at the numbers and see whether many other fans were willing to wait eighteen months to have the events in this series explained to them. Once again, the answer is a resounding no. By issue 10, Action Comics had fallen out of the top 10 (remember, it debuted in the top 3 and stayed there for the first few months after the reboot), having lost another 11,000 readers since issue 7, and by number 15, Action Comics fell out of the top 20, and never recovered for the rest of Morrison's run. By the time he left, he had lost fully two-thirds of the readers who started out with him at the beginning of the series. I find it hard to imagine how anyone could argue that this was a successful run. And since one of Morrison's core "strategies" is to confuse the hell out of the reader, I conclude that a majority of comic-book readers don't like to be confused for long periods of time.
Now, don't get me wrong. I love being surprised at appropriate times in stories, and I like having explanations revealed slowly to me. But as the story is going along, I need to understand what the hell is happening. For example, J.K. Rowling doesn't explain how Voldemort used Horcruxes to prevent death in the first Harry Potter book. But she provides enough (although vague) explanation of how Voldemort had used magic to "cheat death" that the book is entirely comprehensible and stands on its own. You don't have to wait until book 6 to understand what happened in book 1. Certainly, you will have a better appreciation for the book 1 events after reading the whole series. Going back and re-reading the books leads to many "aha!" moments. But while you are reading book 1 for the first time, you don't feel completely at sea with the story, the way one does in both Superman 1 and Action Comics 1 (and many, many others).
I've said before on this blog, and I will say again today, that I believe the comic-book writers of today need to go back and re-read some of the old classic series, like Rom. And they don't need to just peruse them casually -- they need to study these books, and understand what made them work, and what made them great. Like the Harry Potter series, Rom's first issue provided a good, simple, basic explanation for what was going on -- it gave the reader a baseline -- and then slowly, over the next 30 or 40 issues, more details about the explanation evolved. That is how to write a good series -- not giving the reader absolutely no baseline and then filling in random details in a deliberately confusing way over the course of a year or more.
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