| A Comic Evolution: "Comics, Heroes, & American Visual Culture," through September 9 at the Figge |
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| Art - Reviews | |||
| Written by Steve Banks | |||
| Tuesday, 03 July 2007 02:45 | |||
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The show, on display through September 9 on the museum's third floor, is populated with more than 75 dynamic works - mostly pre-press layouts and conceptual sketches - from the collection of Dan F. and Barbara J. Howard. The pieces were donated to the University of Nebraska Foundation and previously shown at the university. Comics, Heroes, & American Visual Culture is an eclectic mix of images from the superhero comics/graphic-novel realm and also the milieu of the daily newspaper. It's no surprise to find the chisel-shaped nose of Dick Tracy, the exaggerated physique of Superman, or the dual interpretations of Batman, but the show also offers characters such as Blondie, Captain Midnight, Buck Rogers, and The Spirit. The images are culled from a broad span of time, so the evolution of the comic format can be seen and experienced.
The pieces in the exhibition are original works and are primarily preparatory sketches and camera-ready layouts made by various illustrators. For the most part, they were intended to be thrown away after production. The show does a good job explaining that many of the early comic artists were employees of the newspapers and owned no rights to the works they made. Their sketches, ideas, and layouts were merely a means to an end - the final printed piece - and therefore not thought of as something to keep. Comics didn't have the cultural cachet - or marketplace value - that they do today, making these surviving images that much rarer.
Growing Sophistication The earlier comics gave equal visual and narrative emphasis to each panel. The 1922 brush, ink, and watercolor strip from the long-running (1913 to 2000) Bringing Up Father - many people called it Maggie & Jiggs - is an excellent example, with a grid of 12 even-sized panels. In this case, the structure is over-emphasized by numbering the panels. The action starts with Unkie (Jiggs) unable to go to Dinty Moore's party, where there will be fireworks. Eleven panels later, the story ends with Unkie accidentally burning down Dinty Moore's house with a beefy bottle rocket he shot over to send an attached message to Dinty. Each panel visually carries the same level of importance. Conceptually, some panels should be subservient to the other, more important ones, but consistency in format won out.
The beginning of comics as we would recognize them (an ongoing storyline with serial characters in some mass print media) was ushered in with the daily newspapers, in the Hearst/Pulitzer era of the late 1890s. But according to the signs in the Figge's Orientation Gallery, modern comics' origins can be seen in late-Renaissance broadsheets, which were "sold or posted on street corners." In addition to being able to experience the growing sophistication of visual sensibilities involved in comics, there is also an excellent example of a character's evolution. Comics, Heroes, & American Visual Culture showcases the various images and general disposition of Batman that were influenced by changes in society. Batman started out in the late 1930s as a darker hero - one who, if need be, killed criminals with little or no remorse. But Batman was transformed to something softer, safer, and campier in the 1940s and '50s; the people drawing and writing his stories did not want to echo the horrors of World War II or sully the squeaky-clean façade of the McCarthy/J. Edgar Hoover era. The apex of Batman's camp occurred in the mid-1960s.
The action, layout, and handling of the characters immediately conjures memories of the 1960s' Burt Ward and Adam West television incarnation of Batman. The good guys are one-dimensional in their goodness, and the bad guys are bad, but in a very mother-approving sort of way. Maniacal laughter and a few THWACK!s or KAPOW!s are all that are missing. Contrast the bright and colorful Batman of the Cold War (when we sought sharp distinctions between "us" and "them") with more recent incarnations (particularly since the 1986 release of Frank Miller's The Dark Knight Returns), and you'll experience a hero who now inhabits a gray realm of shadow and mist and is nearly as flawed and tormented as the bad guys he fights. Not only do you have a more compelling character to follow, but he dwells in a grittier and more realistic world.
Are Comics Art?
Part of art's "arty-ness" comes from its unique handcrafted-nature. Opponents would argue that comics are crass because they are mass-produced. But this fortress of snobbery is breached by art history itself, unless you wish to argue that the woodcuts of Albrecht Durer or the etchings of Francisco Goya and Rembrandt are somehow not art because they were produced in large numbers. Another argument is that comics aren't Art because their creators were hired by someone to make them, contrasted with some romantic idea of the impoverished artist slaving away in solitude. Somehow money contaminates "true art." But Michelangelo's paintings in the Sistine Chapel were commissioned, and who would argue that they aren't art just because they were partially paid for in advance? Comics are also derided for being simplistic kiddie-fare, with their unsophisticated plots. Yet the creation of a visual storyline still involves innumerable intellectual, narrative, and compositional decisions about how to communicate those stories. Masaccio's frescoes in the Brancacci Chapel were simple enough to be understood by the illiterate masses. Are they art because they are old and painted on plaster, or because visually they are structured in a way to speak to their viewers? Another aspect of the Are comics Art? debate is the intent of their creators. Marcel Duchamp (the grandfather of conceptual art) dismissed the physical manipulation of media as being less important than the intellectual activity of selecting and declaring something to be "Art." His piece Fountain - a urinal conceptually converted into "Art" through that process - irrevocably opened the door. Only one question needs to be answered: Did the creators of comics intend them to be considered Art? Most interviews I have heard (at least with contemporary comic artists) point toward "yes."
A Better Mirror
But the cartoons serve as an interesting counterpoint to the show itself, and hint at some of its contextual shortcomings. While there are some racist undertones in the comics in the show, one of the Superman cartoons features evil, drum-beating, big-lipped "natives" who fled as soon as the large white guy showed up. Also, there were numerous racial slurs against the Japanese, including one cartoon titled Japateurs. These cartoons serve as an important bookmark to a chapter in our history. The early 1940s were a time when the U.S. military was still racially segregated, West coast Japanese Americans were in "war relocation centers," and the unconscionable 40-year Tuskegee syphilis study was underway. It should come as no surprise (although it still feels caustic to the soul) that little or no thought was given to using the word "Jap," or depicting blacks as easily frightened, drum-thumping savages.
Can we see signs of our social transformations within the art of comics? Yes. Unfortunately, the time span represented in Comics, Heroes, & American Visual Culture is too great, and even at 76 works, the show is too small to explore in-depth the effects of comics on our culture. Visually, the show is solidly enjoyable. Conceptually, it could be enhanced with more direct connections to the history of which it is a part.
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