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Brandie Minchew The Graphic
Novel: A Definition. A graphic novel, which may also
be referred to as a comic book, combines graphic situational representations
with plot, character, and dialogue to produce story. Realize that graphic novels
do indeed differ from the traditional "comic book". It is easy to
confuse the two, as most graphic novels are released as a series of comic books.
However, a graphic novel has a pre-determined plot and stand-alone story which
is represented both pictorially and in dialogue with some narrative; graphic
novels have an end. Comic books tend to be longer with no preset plot, ongoing
story elements, and are not "novelistic" in form. Indeed, the word
"comic" is misleading, as most comic books, even the less literary
ones, tend to focus far more on drama and tragedy or romance than on comedy or
perfect happy endings. Graphic novels more often deal with introspective topics
than the run-of-the-mill well-known comics such as Superman or The X-Men, where
the artist/writer delves as deeply into the human psyche as any novelist in the
recognized literary canon. Graphic novels are rarely
recognized as a valid genre in literature, although they very often focus on
universal issues and controversial or philosophical topics. In the spring 2004
issue of Indy Magazine, Martha Kuhlman observes that there exists "[. .
.]an automatic prejudice on the part of American critics who regard comic books
as a form of "low" art, although this attitude is being challenged in
some academic circles" (Kuhlman). Kuhlman goes on to describe the
graphic novel in terms of "visual metaphor" (Kuhlman) in which
pictures more often than not take the place of description and exposition, which
are two of the main components of fiction. Graphic novels are not the first
media in history to use images to enhance texts; one has only to read William
Blake's Songs of Innocence and Experience to understand how pictures can deepen
written meanings beyond the sensations that language can produce. In her book, The Rock That Is
Higher, writer Madeleine L'Engle talks about storytelling as a creative act. She
tells us, "All art, good, bad, indifferent, reflects its culture[. . .]
True art has a mythic quality in that it speaks of what was true, is true, and
will be true" (L'Engle 199). Works such as the graphic novels of Joseph
Michael Linsner possess that quality of truth as they ask questions that human
beings have pondered since the waking of awareness, addressing these questions
in different ways, or examining them from different angles. Graphic novels
themselves are a product of our modern culture, reflecting the deeply human
fascination of pictorially depicted story and the desire to examine in a new way
the mysteries of the human psyche and human existence. Example: "Dawn: Lucifer's
Halo" by Joseph Michael Linsner Linsner's "Dawn" has
been popular since her first appearance in 1989 on the cover of "Cry for
Dawn 1". The Lucifer's Halo series of six comic books is one of the most
widely collected of Linsner's works. In "Lucifer's Halo", Linsner uses
playful yet striking characterization to address Christian mythology and the
age-old questions of sin and the human soul. Dawn, the goddess of birth and
rebirth, appears to Darrian, who up until that point has lived a
"normal" existence for his world, a violently anarchist society
centered around New York City. Linsner's work is rife with
symbolism from religious mythology, displayed within his striking depictions of
both scene and character, and within the less visual characteristics of his
choice of setting and other aspects of the story. For example, New York is known
as "The Big Apple", and apples play a symbolic part in Darrian's
journey of self-realization, along with being the Christian symbol of humanity's
sin and fall from grace. Linsner depicts Dawn as the
mythic figure of "Mother Earth" or "Mother Nature", the
mother of the "Spirit of Man". She stands at the crossroads of Earth,
Heaven, and Hell, and her relationship with Darrian becomes symbolic of the
eternal circle of life. An example of obvious yet subtle symbolism is the fact
that Darrian, Ahura Mazda (the creator god), and Lucifer all bear an identical
visage. Subject Genre: "Dawn: Lucifer's
Halo" is a Mythological Fantasy. Elements of mythology (gods, goddesses,
demons, and heroes) are mixed with elements of fantasy (magic, inhuman or
fantastic characters) to produce the story. Representational Genre: "Dawn: Lucifer's
Halo" combines narrator and dialogue. The narrative voice generally derives
from the artist, as pictures replace description and exposition within the
graphic novel. Dialogue, either internal or external, fleshes out the characters
and combines with the images to form the story. Occasionally, a narrative voice
is used for additional exposition not produced by dialogue or image. Narrative Genre: "Dawn: Lucifer's
Halo" may be classified as a Romance. The heart of the story revolves
around Darrian's search for identity within himself, as well as his battle
against the forces of both good and evil. The ending, while ambiguous, is not
tragic, and Darrian does, indeed, arrive at a both an internal and external
transition, if not a concrete resolution on either front. Elements of a Graphic Novel Space and Time Graphic novels are displayed in
panels, units which frame the images and sequence them across the page. Panels
need not always be square or even regularly shaped; indeed, a single panel may
often cover an entire page. Panels help to guide the reader through the action
of the graphic novel, much like scenes in a movie. The artist creatively makes
use of angle, close-ups, or panorama in order to create his or her vision on the
page. Time and pacing of the story is
also controlled through panelling. Action may flow from panel to panel, to show
rather than tell the reader what is happening. Artists often think of the
different panels in terms of camera shots, the way a cinematographer would. They
address scenes and characters from many different viewpoints, each time
maintaining a consistant look in both person and place illustrated. The talent
of the graphic novel artist lies in the meticulous attention to repetition,
reproduction, and detail. Dialogue Dialogue between characters or
internal monologue takes place usually within speech bubbles or thought bubbles,
as seen in the panels above, although this is not always the case. In some
graphic novels, speech takes place in seperate panels with quotation marks. In
"Dawn", Linsner uses the speech bubbles to identify character type and
mood. Questions for Discussion 1. Humans are visual creatures
and react very strongly to pictorial representations. Yet traditional novels
have as powerful an impact as movies or plays or paintings or graphic novels.
What differs in the way we receive these two media, and how do words on the page
become as powerful for us as graphical representations? Are pictures more
powerful or less powerful than a description by Nabakov or Eliot's
"Wasteland"? 2. How do graphic novels
compare with the media of drama or cinematography? How do they differ, and how
are they alike? Credits and Works Cited Works Cited: L'Engle, Madeleine. The Rock
That Is Higher. Wheaton, Il: Harold Shaw Publishers. 1993. Kuhlman, Martha. "The
Poetics of the Page". Indy Magazine. Spring 2004. http://www.indyworld.com. All images © Michael Joseph
Linsner
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