Saturday, 23 July 2011

On Two Quite Different Batmobiles

       
 By far the most successful panel in "Batman: The Dark Knight" # 3 is that showing the efforts of a nameless girl who's desperately trying to drive a stolen Batmobile through the nighttime streets of Gotham City. Such small mercies of storytelling are very much appreciated at first by the reader who's gullibly invested in a content-lite 20 page book bearing, for example, not one but two double-page splashes, carrying between them but 15 words and a presumably telling "Rarrrgggh!", all as part of a tale where few plot elements are explained and where most characters remain frustratingly unintroduced. At least the above frame presents a relatively compressed reading experience, marked by action and what at first passes for informing detail. After all, not every artist today would attempt to tackle such a mildly challenging scene as this, despite it being the kind of view which previous generations of less self-regarding creators might have considered something of a bread'n'butter shot. And Mr Finch's panel certainly does succeed in capturing the sense that a single frame of a crane-filmed movie sequence has been isolated and presented to the reader. We can note, for example, that the scene is set in a recognizably urban area, that the road is somewhat dangerously crowded, and that the Batmobile is moving faster than the vehicles around it, the illusion of speed having been created by the trail of smoke which pours behind it as if Batman had fitted a particularly faulty exhaust earlier that same evening.      

Obviously the content of this cropped version of Finch's panel isn't entirely appropriate to the new frame, but then, the original panel borders were clumsily filled too. Yet the simple point is that cropping the awkward great spaces in Finch's original at least increases both the sense of speed and the claustrophobic possibility of collision in the composition.

For an artist so expert that he's produced instructional DVDs designed to assist those willing to invest $49.00 in the mastering of the comic book visual arts, Mr Finch has made some very strange storytelling choices here. Perhaps most puzzling is his decision not to savagely crop the panel, leaving the overwhelming vertical emphasis created by the buildings at the back of the composition diffusing the intensity of the scene. The vertical lines of those functionally worthless city blocks drag the eye up and away from the action, and they diminish the sense of claustrophobia and of imminent disaster which the scene needs in order to make it compelling. Where we should be focusing solely on the probability of a shattering collision, we're actually glancing on a hundred other design elements too. As a result, the reader finds themselves wandering, focusing on a mass of detail which is not only unnecessary to the narrative, but actually counter-productive to its purpose. And it's that fetishistic love of stuff for its own sake which then compels the reader's to quickly note how poorly constructed the panel actually is. A less compulsively busy and more sensibly composed design would've made its point and then directed the reader on with some enthusiasm to the next frame. But here, with the eye snagged on this useless fancy or that unnecessary confection, all that's transmitted is the fact of how disastrously Mr Finch has managed to substitute

There's so much wasted space in the left-hand side of this panel. It would make sense to have less action here if the intention was to draw the eye over to the panel's traditional exit point over at bottom-right. But there's nothing going on there either, and indeed it's the green car which leads the eye downwards to the next frame. As a result, all we have here is the mass of the car, which is hardly swinging to its right with any drama, and that bat-smoke. Could a few folks perhaps have been shown leaping out of the way? Is there are reason why there's a neon sign at the panel-border which doesn't recognise the vanishing point? Why is there all that stuff in the panel and yet so little that increases the value of the story?
          
passivity for drama, agoraphobia for claustrophobia, and sense for empty spectacle. Note, for example, how Mr Finch has placed the cars on the right of the frame so close and parallel to the pavement there they appear at first sight to be either stationary or pulling calmly out of a parking space. Instead of having to swerve away from the Batmobile, these cars seem initially to present nothing more of a dramatic challenge than that of a stationary obstacle. Given that that convertible actually offers the opportunity for the reader to be presented with the jeopardy-intensifying sight of a driver with his arms in the air in horror, as well as with a shot perhaps of  his car mounting the pavement, the reluctance to so exploit the scene's potential is very odd indeed. Similarly, the figures to the right of the careering Batmobile appear to be barely bothered at all about the great speeding hi-tech beast that's just raced past them, nor are the figures at the street corner above them at all curious, let alone shocked, by what's just torn past them. But then, a second look reveals that the Batmobile has actually been placed on the page in such a way that a collision isn't particularly imminent at all, since it's heading towards a clear space opening before it. And even if the Batmobile does get pranged a touch, there's no sense in Mr Finch's art that something serious and memorable and significant is going to occur. There might be a bit of a bash, there may perhaps be some paintwork scraped, there may even the slightest if still somewhat painful degree of whiplash generated, but that's all. Perhaps the citizens of Gotham recognise dramatic fakery when they see it.

This scene is so terrifying that the witnesses to it barely choose to notice that it's happening, let alone react to it.
             
In fact, the more the reader looks at the panel, the more unconvincing and poorly designed it is. The strangely archaic car to the left of the panel, for example, is no doubt supposed to be attempting to get out of the way of the Batmobile. Yet that car should never have been that far over to the right of the street in the first place, a point accentuated by Mr Finch's decision to leave all the barely filled and again-useless space to the far left of the panel so empty. If Mr Finch had wanted to create the sense of a narrow street where cars were compelled to thrillingly weave in and out of each other's way, he surely shouldn't have shown us quite how much free space there actually is there. Counting that empty pavement to the left and the absence of parked cars on the road beside it, there's plenty of room for vehicles to swerve and stay safe. Yet Mr Finch decided to diminish the tension in his own work by refusing to note how much cropping of the scene he might have undertaken. It's as if more is always more where Mr

Oddly enough, this section of the panel provides a measure of drama in the driver's response quite absent in the scene as a whole.

Finch is concerned, and his strangely undisciplined choices derail the panel's drama, and inevitably cause the reader to wonder about what's really going on there. Where we should be flinching in case two cars smash into each other, we're first strangely disinterested and then rather bemused. We ought to be being made to focus on the story, but instead at least some of us are going to be diverted into wondering why that green car was so far out of its own lane in the first place. Was it pulling out from the pavement on the right? Is its driver drunk? A panel which had been precisely composed and executed would've killed rather than inspired any such confusions, and in doing so ensured that the artist's intentions were the work's achievements. But Mr Finch's self-indulgence, his fundamental lack of discipline, constantly derails his own narrative, because it results in panels which combine two qualities which no sensibly composed frames should ever contain; an excess of extraneous detail and a deeply unconvincing grasp of compositional basics. And so, the compulsive faux-realism of this single panel ultimately destroys the very idea of a Batmobile operating in Gotham City in the first place. Take a look at that traffic, at those relatively impassable if rather broad streets, at those pedestrians, and at all that might clog up the City even at nighttime: in focusing on his messy comic-book verisimilitude, Mr Finch does little more than raise the prospect that the Batmobile couldn't ever manage to race to a crime, or indeed away from one, in a modern day metropolis.

         
Yet an exquisitely composed panel counter-intuitively often acts to close rather than to open up any such debate about how real and feasible the fantastic scenario being offered to the reader is. For a comic book story well told allows the reader to loose themselves in the imaginary world before them without their ever having to suspect that what they're staring at is as practically impossible as it is fantastically absurd. In Glen Murakami's frame above, from 1995's "White Christmas", the reader's left in no doubt about the essential reality of what's occurring.;the Batmobile is racing away from Arkham Asylum into a night lit by a full moon and swept by a snowstorm, and no-one's likely to be inspired to sit back and consider whether what they're being shown is feasible or not. By stripping away any unnecessary fancies, Mr Murakami has increased rather than diminished the authenticity as well as the pleasure of the work. Tilted to one side as it is, the panel emphasizes the askew and perverse nature of Arkham Asylum, accentuates its unsettling nature by placing it far away from any other mark of human culture while crowning it with a disconcerting full moon. There's nowhere to hide in the panel's design, and there's not even shadows for the Batman to skulk in under that 

          
moon, and because of that, the Batmobile appears as oddly vulnerable as it's so obviously powerful too. The forced perspective used to slightly elongate its already apparently-aerodynamic frame, combined with that leaning Asylum, also serves to add a sense of considerable speed and effort to the shot, for it suggests that if the Batman doesn't keep his foot down, he'll be dragged backwards into the uncaring underworld he's trying to leave behind, or even skid and tumble off of the steep road he's racing along. And even in purely functional terms, the panel succeeds in efficiently catching the reader's gaze at the entrance point of the panel - top left - and guiding it through the line of moon, building, road and Batmobile onwards to the exit point at bottom-right. In doing so, the fact that Mr Murakami has had to solve a particularly challenging design problem is effectively obscured. For without the creation of the steep hill on which the Batmobile rockets forwards, Arkham and it could never have been both shown as substantial objects in their own right while also creating that sense of distance traveled and speed attained. Without that hill, the Batmobile would either have had to be shown so close to Arkham that there'd be little urgency to the scene, or so far away that Asylum's baleful pull would be greatly diminished.

         
The characteristic fussiness and lack of clear purpose in Mr Finch's can be seen again in the panel above, where the still nameless thief of the Batmobile is shown making contact with Alfred. And it's worth asking here what the point of the panel actually is. It can't be to highlight the emotional state of the thief, for she's being shown at such an angle that her expression escapes us. Similarly, what we can see of her body language actually creates a sense of calm that contradicts the panic expressed in the contents of her word balloons; her posture appears relaxed, she's only the one untroubled hand on the wheel and, in truth, no-one looking solely at her could ever guess that she's in a state of considerable distress. What is it that we're supposed to be focusing on then, if it isn't the sense of jeopardy that the point-of-view character is supposed to be feeling? Strangely, the panel's design draws the eye to the dead space occupied by nothing but the balloon containing Alfred's dialogue, which then carries the reader to the appropriately blank screen to its right. Could there be a more oddly passive and meaningless area of art to direct our attention to? It actually takes the reader an effort of will to ignore the panel's composition and to look up and 'through' the Batmobile's windscreen, where it appears that the world's largest trash can is being effortlessly and unthreateningly smashed away. Obviously, such a collision poses no danger in the slightest to the car's occupant, because there's not a hint of the Batmobile shaking or shuddering, let alone of the thief even flinching in the most passing and least engaging fashion. Consequently, the panel serves to defuse any jeopardy in a whole series of ways while leaving it to the dialogue, such as it is, to further the plot. Indeed, the whole of the art in this panel could be removed and the story wouldn't be affected a jot. We learn nothing new, we see nothing that visually furthers the plot or even compels our attention, and Mr Finch even manages to make the inside of the Batmobile look little more fascinating than that of a mid-range hire car. 

       
Yet even a considerably less hectic frame from Mr Murakami succeeds in achieving a significant clarity while also intensifying the mystery and unease woven throughout "White Wedding". Of course, these two panels are dissimilar in their meaning, but they're both concerned with events as seen from inside the Batmobile and they're both trying to put to use a view of the comicbook world as seen through its windscreen. And while Mr Finch has struggled with all the fixated minutiae of his art and failed to further his story not a whit in either emotion or fact, Mr Murakami has achieved exactly the opposite. There's an elegant use of negative space here, which creates a layering effect suggesting a sequence of planes in the panel without ever distracting the eye with extraneous material. The reader is carried into the frame from Batman to windscreen to frozen police car, from cemetery gates through the snow storm to the lightless towers of Gotham beyond. The elegance of the colour design is as

         
outstanding as the pen'n'ink work itself; the muted blues of the dashboard creates a sense of beneficent technology peering out into the dark, the pale yellow of the Batmobile's headlights suggests the recent arrival of the Dark Knight at this crime scene and the inevitable discovery there of this terrible act. And Mr Murakami's control of form matched with his conspicuous rejection of profligate detail renders the fact of a squad car encased in ice immediately recognisable and convincing. There's such an untypical quiet and yet compelling drama being summoned up here, such an air of a superhero closing in on his prey with determination and perplexity, but with no bravado or angst. This is the Batman as a fearsomely competent professional, as a man entirely driven and yet characterised by restraint and intelligence, which allows the reader to take his part in anticipating the coming conflict rather being compelled to indulge in his modern-era emotional excesses at a voyeuristic distance. Put simply, for all that the artwork here is apparently simple, and is almost abstract in its simplicity compared with Mr Finch's fill-up-all-72 tracks approach, it's incredibly productive where the telling of the story is concerned. How easy is it, after all, to stare at this panel and imagine sitting behind this Batman, and anticipating just how cold the night beyond the Batmobile must be, and wondering with no little trepidation what's waiting just ahead in Gotham Cemetery, and being fascinated by the Dark Knight's reserve and deeply curious about what it is that he's really thinking and feeling. By barely telling us anything at all, and yet by showing us everything we need to see, Mr Murakami  ensured that Paul Dini's fine script for "White Christmas" was brought to life in a way that no excess of comic book 'realism' ever could match.

                        
It might be noted in closing that the first of Mr Murakawi's panels above took up but two-thirds of the space given over to the scene of a speeding Batmobile from Batman: The Dark Knight # 3 with which I matched it. Similarly, his frame of Gotham Cemetery as shown through the windscreen of the Batmobile took up but 40% of the page-space claimed by Mr Finch's bafflingly purposeless shot of a thief's view from the Batman's driver's seat. In short, not only is there a far more able application of craft to be found in White Christmas, but there's also far, far more of a story on show there too. Less waste, more narrative, more heart; why would anyone choose to aspire to anything else?

Should anyone hear of Mr Murakami ever producing another comic book story, given that his time and his considerable talent is currently being invested in TV shows such as Ben 10, I'd appreciate you letting me know. And if there's ever an instructional DVD from Mr Murakami on the matter of comicbook art, at $49.00 a pop or considerably more, I'll happily invest in it. I really will.

nb: My own editorial skills being none too bright either, the blogger would like to apologise to anyone who came across this piece before 18.25 on the day it went up, for I allowed several draft paragraphs into the piece and really shouldn't have. Of course, no-one who read anything so awkward will be back to read this, but, on well, my own incompetence does oblige an apology.
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13 comments:

  1. The more you talk about Finch's work, the more one of Paul Jenkins' quotes from here seems worrying:
    http://www.bleedingcool.com/2011/07/12/paul-jenkins-on-being-the-other-half-of-david-finchs-the-dark-knight/
    Six paragraphs in we're given this: "Jenkins sees Finch as a great storyteller..."
    Maybe Jenkins is just being publicly supportive to a colleague. If that's the case, he probably should have said something closer to the truth, like, "Finch does a great job in depicting spectacle." Although, I think you're doing a good job of showing that's not the case, but it's closer to the truth.
    But that's just speculation. Taken at face value this shows a troubling sign in Jenkins' eye for comic book storytelling. Also troubling is what this says about the comic book industry. Who's to say that other editors, writers, and even other artists look at Finch's work and think "Boy, he's doing a bang up job! We need more like him." And that just makes me think that when people like Marcos Martin, JH Williams III, Paolo Riviera, and others like THEM get hired it's more of a fluke than anything. Okay, I don't actually think that, but it's easy to see where that line of thinking would come from.

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  2. Great article! I'm with you on the craft of the general comics professional being quite lacking in terms of storytelling, though excellent in terms of draftsmanship.

    Mr. Murakami is unsurprisingly skilled at it due to his work on shows such as Ben 10 - where storyboarding is everything, and the visual depiction of story is imperative to success. The people who get on those sorts of big projects are often very good at design - for you must be. It's a skill that is oddly undervalued in comics, and it shouldn't be.

    I think it's worth saying there's nothing wrong with great technical draftsmanship ability - as someone who is currently practicing being able to accomplish such (as well as competent story design, such as the type Mr. Murakami employed.) I realize how difficult it is to attain such a skill. But once you have it, the point is not to throw everything else out the window and show everyone how well you can draw - because well, frankly, nobody cares. A drawing should serve the story first and foremost - I think detailed draftsmanship can be a part of that, depending on the story.

    But whenever it becomes the main focus, we're headed for an undramatic collision of boredom.

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  3. Hello Joe:- I think the great shame of Mr Finch's work is the clash between his obvious gifts and his sense of storytelling. And although I'm up for believing that responses to art are always subjective, the panel discussed above with the unnamed thief behind the wheel of the Batmobile, is a poor, poor panel. It's all flash and no storytelling AT ALL. In truth, you couldn't get an emptier panel. Even a blank panel would be better, for at least it wouldn't distract the reader with nothing but irrelevancies. Because of this clash between what Mr Finch and how he's so often regarded, I can only agree wholeheartedly with what you say about the comic book industry. Because this all Emperor's new clothes, and although the great and good might disagree with me, I'd say that nothing will continue to diminish the appeal of the superhero book than art which describes an ideal of art - lots of details, lots of flash, lots of angst and muscles - rather than a story.

    Of course, Mr Finch's work sells. And for that reason alone, publishers must seek him out and print his work. They must survive. But there's no reason why someone couldn't encourage him to do things like (1) hit deadlines and (2) make sense. Certainly praising him to skies is either a sign of the triumph of the Collective Comics Consciousness overriding sense or plain good manners towards a colleague; neither helps the cause, but both are entirely understandable.

    Bless those examples you mention. They may just earn the sub-genre a few more years survival. I hope so :)

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  4. Hello David:- Thank you for your kind words. And I can agree that one of the fundamental problems with today’s books is that ‘draftmanship’ is a skill far more prized than storytelling. Given the choice between the two, I’ll go for storytelling every time. And yet, it shouldn’t be a choice, as of course I know you’d agree. There’s no reason why creators can’t focus on straight-forward issues such as ‘what is the purpose of this panel in terms of plot’ and ‘what is meaning of this panel in terms of emotion’. Draftmanship and storytelling aren’t exclusive qualities. From the likes of Lou Fine through Wally Wood and on to artists like Bryan Hitch and Alex Ross, who are all in their different ways folks who love the sheen and detail of comics have still triumphed when it came to telling tales exceptionally well. I love them all, and don’t value a book by its simplicity or complexity, but by how well the tale gets told.

    “Mr. Murakami is unsurprisingly skilled at it due to his work on shows such as Ben 10 - where storyboarding is everything, and the visual depiction of story is imperative to success. The people who get on those sorts of big projects are often very good at design - for you must be. It's a skill that is oddly undervalued in comics, and it shouldn't be.”

    I’m no expert on TV animation in ANY way, but several folks have e-mailed to tell me how much of the Teen Titans success depended on Mr M’s vision and skills. That’s an incredible body of work he’s building up. I hope one day we might have a doorstep collection of his designs and notes and so on. I still have my Alex Toth collection of such – acquired before copyright compelled it to be withdrawn – and every few months I take it out and feel both invigorated and crushed. That man was just too brilliant :)

    ”But once you have it, the point is not to throw everything else out the window and show everyone how well you can draw - because well, frankly, nobody cares. A drawing should serve the story first and foremost - I think detailed draftsmanship can be a part of that, depending on the story.”

    Absolutely. The story is all that matters. I spent a short time faking my way through a poor living in a graphic design. First day, I absorbed in 90 seconds that all that mattered was the job at hand. And the principles I picked up in that time have stayed with me. Folks who want to show the world how great they are without telling a story are in the wrong business. (Which is not to suggest that Mr Finch’s motivation is ego. He seems absolutely sincere in his interviews about how he respects storytelling and so on.)

    ”But whenever it becomes the main focus, we're headed for an undramatic collision of boredom.”

    Yes, and the unpleasant sensation of being in the presence of someone who’s working incredibly hard on the wrong aspect of the job. A 15 minute guitar solo in the middle of a delicate little ballad, a long digression into folklore in the middle of a fantasy short story, a compulsive desire to draw LOTS OF STUFF in the middle of a Batman story; all very bad ideas, although there are some who’re so brilliant that they could no doubt pull that off and prosper too. But there’s not many of them, and the rest of us, great and small, just have to focus on making sense.

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  5. Even Hitch and Ross have their problems with overly static art that doesn't properly convey movement, Ross being a greater culprit in this regard. Finch's "art," meanwhile, is just ugly. Sadly, most bloggers seem to realize this, but apparently there are enough consumers who don't. Luckily, Finch's books now come out so infrequently that it's easy to ignore them! Gotta take your blessings where you can, I guess.

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  6. I'm in two minds about this. One part of my brain agrees with you entirely, and laments the fact that cartooning has been supplanted by fussy verisimilitude which makes a story flat when it should be dynamic. Certainly, the first Glen Murakami image you post above is beautiful and effective compared with David Finch's efforts. But another part of my brain is liable to be seduced by draftmanship and detail for their own sake.

    The latter was a key component of a lot of the 'kewl' art and storytelling that drove the early Image titles and their antecedents at Marvel. I still remember how and why I was seduced by that trend, as were many others, although a credibility-straining proportion of today's online comic critics – with honourable exceptions like G Kendall at http://notblogx.blogspot.com/ – write as though they were immune to its charms.

    For all its faults, I much prefer the Finch art above to the Ben Oliver art in Flashpoint: Hal Jordan. And while you're quite right to question many of the decisions Finch makes, and the fact that some of his panels are what a movie editor would call a 'clean lift' (remove it and the story suffers not a jot), of all the things you point out I find it hardest to begrudge Finch his (admittedly dynamism-defusing) tall buildings in the background.

    I know, I know, I'm letting the side down by being an apologist. But I'm not 100% certain that 'nothing will continue to diminish the appeal of the superhero book than art which describes an ideal of art', as you say in reply to Joe's comment.

    I think teenage boys for one remain susceptible to the charms of intricately drawn buildings, vehicles, weapons, and Rob Liefeld's beloved accessories and pouches. And frankly, I'm far more comfortable with them being preoccupied by those things than I am with them being preoccupied by scantily clad women who all conform to a depressingly uniform body type, although I'm sure the all of these things are connected at some level.

    Anyway, a more important question. Teacher, comedy writer, graphic designer, comic critic – just how many lights are you keeping under that bushel?

    Alex S

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  7. Hello Carl:- your point about the art of Mr Ross in particular is well made. For all that I adore the likes of his famous panel of Giant-Man in 'Marvels', I do actually prefer the far more cartoony approach he's shown on occasion, as with his re-designs of the Marvel family. Respect is due for his achievements, but even he seems to my taste a far more beguiling artist when he simplifies and concentrates his work. Mr Hitch, mind you, is one artist who I think has cracked a style that nearly always works. No-one's work is always perfect, of course, but if we're looking for the widescreen approach in all its scale and detail, he's the one I'd pay the VERY big bucks to hire.

    "Sadly, most bloggers seem to realize this, but apparently there are enough consumers who don't."

    Too small and narrow a consumer base these days, Carl, I suspect. Comics can't rely on these folks, for they'll just demand more and more of the likes of Finch and Land and no-one beyond them will ever care to buy a superhero book.

    "Luckily, Finch's books now come out so infrequently that it's easy to ignore them! Gotta take your blessings where you can, I guess."

    I hope the three month delay for BTDK #3 wasn't caused by anything such as illness of family difficulty. I'd not want that for anyone. But if it was just indiscipline, and if he actually worked on that rubbish for a full three months .... well, what DO editors do at DC these days?

    I note creators already been pushed from the reboot titles if they can't hit the deadlines. Whither Mr Finch .... ?

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  8. Hello Alex:- “I'm in two minds about this. One part of my brain agrees with you entirely, and laments the fact that cartooning has been supplanted by fussy verisimilitude which makes a story flat when it should be dynamic. Certainly, the first Glen Murakami image you post above is beautiful and effective compared with David Finch's efforts. But another part of my brain is liable to be seduced by draftmanship and detail for their own sake.”

    Ah, but we’re not so different there, if different at all. You may be a young whipper-snapper, which means that you must be forgiven your self-indulgent youthfulness, but to a lad who started buying comics for himself in the late 60s, Neal Adams and those artists who were influenced him, such as the splendid Jim Aparo and early Mike Grell, were the knees of the bees. And I love that draftmanship, adore much of Art Adams’s work for example. (His Red Hulk art actually made me forget how ropey the writing was, which is SOME task.) Mind you, he tells the story while doing his detailed thang, which is fine by me. I don’t care how the story is told, just that it is.

    ”The latter was a key component of a lot of the 'kewl' art and storytelling that drove the early Image titles and their antecedents at Marvel. I still remember how and why I was seduced by that trend, as were many others, although a credibility-straining proportion of today's online comic critics – with honourable exceptions like G Kendall at http://notblogx.blogspot.com/ – write as though they were immune to its charms.”

    Ah, well I was absolutely immune to its charms, but that’s not because of any superior aesthetic judgment. I was just too old to recognise the virtues of the era as well as I felt I could the vices.

    ”For all its faults, I much prefer the Finch art above to the Ben Oliver art in Flashpoint: Hal Jordan. And while you're quite right to question many of the decisions Finch makes, and the fact that some of his panels are what a movie editor would call a 'clean lift' (remove it and the story suffers not a jot), of all the things you point out I find it hardest to begrudge Finch his (admittedly dynamism-defusing) tall buildings in the background.”

    Fair call. Horses for courses. And a good corrective for me too, because I’d have thought it a given that cropping a picture and focusing on the action intensified the experience of it. And yet, as you so often do, and as I’m very grateful for, you help drag me back and just say “Not fact, not fact.” Thank you.

    ”I know, I know, I'm letting the side down by being an apologist. But I'm not 100% certain that 'nothing will continue to diminish the appeal of the superhero book than art which describes an ideal of art', as you say in reply to Joe's comment.”

    I’d say it will if it doesn’t tell the story too, especially if it’s art which fills up a 20 page book with 20 of useless splash pages and a Batperv sequence. If Mr Finch can HAVE a story and then TELL it, then he can scribble all he likes and I’ll both enjoy and applaud. But if there’s no story, if the art is about nothing beyond the empty spectacle of itself …. Even Image couldn’t survive for too many years where such thin fare was concerned.

    cont

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  9. cont

    Just looked at the comment I left above in reply to you and noted the line that begins "I SAY IT WILL ....!" So much for diplomacy. It wasn't meant that way, I promise. I just meant 'Well, if you don't mind, I think it may be a different matter than you originally conceptualised ..."

    ”I think teenage boys for one remain susceptible to the charms of intricately drawn buildings, vehicles, weapons, and Rob Liefeld's beloved accessories and pouches. And frankly, I'm far more comfortable with them being preoccupied by those things than I am with them being preoccupied by scantily clad women who all conform to a depressingly uniform body type, although I'm sure the all of these things are connected at some level.”

    Yep. 100% agree. And yet, why not have stories AND details and pouches? I rather LOVE the idea of a Glen Murakami Detective issue on the stands at the same time as a David Finch Batman, each with a Paul Dini script. LET A THOUSAND FLOWERS BLOOM ….. But don’t let that *£$! Mao have anything to do with this one …

    ”Anyway, a more important question. Teacher, comedy writer, graphic designer, comic critic – just how many lights are you keeping under that bushel?”

    Ah, well, it must be said that I never cracked any of those disciplines as I longed too. To say the least. I fear it’s cracked bulbs rather than lights that’re under the bushel.

    And if that tortured, inept phrase doesn’t prove the point, whippersnapper, then nought will :)

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  10. Another article I can definitely agree with. Again, I'm made aware of how a lot of comics artists today learned their craft from comics and comics alone. Finch apparently has no formal understanding of composition, perspective, or dramatic intent. He draws cool stuff like the cool stuff in cool comics he likes.

    Obviously, the comic form has its own challenges. Composition must reinforce reading momentum, speech bubble placement isn't an issue in, say, most contemporary painting, and so on. However, if Mr. Finch has an interest in comic book art that DOES master these principles, it certainly doesn't seem like he's reflected on them, perceived them, understood them and/or integrated them. Does it look to you, for example, like Finch has ever looked at Hergé's work and seen there the ultimate expression of "turn the page" momentum? Not a jot.

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  11. Hello Siskoid:- I'd love to know what Mr Finch has studied. He's obviously an able and immensely enthusiastic artist. He's in love, it seems, with a particular vision not of comics as a vehicle of storytelling, but as a way of showing his love of the idea of superhero comics. Batman; The Dark Knight # 3 isn't a story, but a comic that suggests a story. It makes no demands upon the reader as long as they don't seek to make sense of what's before them. It's the equivilant of a chat about what comics should be with someone who cares about spectacle rather than story.

    Or so it seems. Perhaps Mr Finch is a student of a wide range of comics. Perhaps he does know his way around comics characterised by the ligne claire style. Perhaps he's a serious student of comicbook storytelling.

    But that doesn't appear on the page. I can't but feel that it's the editor's job to get the best out of Mr Finch, to support him so that he can't take his talents and fuse them with clear and worthwhile storytelling.

    Or perhaps what's on the page in BTDK # 3 is what was intended and is what's intended. If so, Mr Finch has produced a kind of comic which I just grasp the worth of.

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  12. What does it tell you about Mr Finch that his first big work was 7 issues of cyberforce and 1 annual. Took him best part of 4 years between 1994 and 1997. Sadly, knowing this background makes sense of his inept artistic choices.

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  13. Hello Peter:- that's shocking! That's REALLY shocking! His photograph on Wiki makes him look like such a young man. No, I'm not being sarcastic. If he's been at this game for 17 years, then I've not a shred of sympathy for his cause at all. I could've felt some empathy for a bloke struggling with the basics even after a decade in the trade, but almost 20 years is PUSHING it.

    Pah.

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