Sunny Side Up. By Jennifer L.
Holm & Matthew Holm. Graphix/Scholastic. $12.99.
Prison Island: A Graphic Memoir.
By Colleen Frakes. Zest Books. $16.99.
Space Dumplins. By Craig
Thompson. Color by Dave Stewart. Graphix/Scholastic. $14.99.
Teen Boat! 2: The Race for
Boatlantis. By Dave Roman and John Green. Clarion. $14.99.
Anyone who doubts that
graphic novels have outgrown their infancy and become an art form in their own
right need only consider the exceptionally different topics, approaches and
illustrations of these recent releases to gain new perspective on the form. The
intriguing ways in which writers and artists reimagine comic books and
traditional novels, using elements of both in individual and creative ways,
mean that readers can pick up a graphic novel just as they would a traditional
work of fiction – to discover topics light or heavy, amusing or intense,
serious or sunny. Sunny Side Up, for
example, is anything but a “sunny” story despite its title and the fact that
its central character is a girl named Sunny Lewin. The sister-and-brother team
of Jennifer L. Holm and Matthew Holm is best known for the Babymouse romps, small-size graphic novels with some intriguing
creative elements (notably the way Babymouse interacts with the books’
narrator). But Sunny Side Up tackles
more-serious material, and does so in a way that only gradually pulls the
reader into the important part of story. On the surface, it is the tale of a preteen
who is unwillingly packed off to Florida for a summer vacation with her
grandfather in Florida. Why? That is a minor mystery that, during the book,
becomes a major one. Initially, though, the story is about Sunny’s attempts to
get used to her grandfather’s retirement community and the very, very old
people who live there and do strange-to-Sunny things all the time (such as
keeping cats, despite that being against the rules, and then needing Sunny’s
help when the cats wander away). Sunny thinks of Florida as the location of the
fun of Disney World, but to her grandfather, the state is a warm, slow-paced
retirement destination where going to the post office or to a buffet restaurant
for an early-bird special is a big deal. Sunny tolerates all the old people and
all the inconveniences of retirement life as best she can, and is buoyed by
meeting a comic-book-obsessed boy named Buzz, whose father is a groundskeeper
at the retirement community. Together Sunny and Buzz read and discuss comics
together and have small adventures all their own, involving found golf balls,
those missing cats, and an alligator named Big Al. But secrets disturb Sunny’s
thinking and her sleep – first about her grandfather’s continued cigarette
smoking and lying about it, then about the things her older brother, Dale, has
been doing. Slowly, the troubling matters become more and more overwhelming to
Sunny, and finally she learns just why she was sent to Florida for the summer:
so her parents could try to get help for Dale without Sunny being there to
witness a difficult time that is sure to involve a drug intervention and
perhaps more. Eventually Sunny and her grandfather really do become pals – and
she helps him throw out his cigarettes for real – but the book ends on an
ambiguous note, since the eventual fates of Dale, and of Sunny after she goes
home, remain unknown. This is very much like real life and very much like what
families endure when one member is seriously troubled. The fact that the story
is told with such sensitivity and maturity in graphic-novel format testifies to
the increasing maturation of the form – and the fact that this is a graphic novel may make it easier
for preteens facing similar circumstances to see their own lives reflected
here.
Few preteens or teenagers
will see themselves reflected in Colleen Frakes’ Prison Island, a memoir of the time Frakes and her family spent
living on the island holding the last U.S. prison accessible only by air or
water. This is McNeil Island in the state of Washington, now abandoned, but at
one time a place where prison employees and their families lived, went to
school, made friends, and confronted the everyday dramas of growing up – all in
a setting that seems exotic until you get to the nitty-gritty of life there,
which Frakes quickly does. The book is done in black-and-white, unlike the
other graphic novels considered here, and this gives it something of the
feeling of an old movie or a series of old photos. Most of the book involves a
return by Frakes’ family to the island after the prison is closed and the homes
abandoned, but there are flashbacks showing scenes from Frakes’ childhood as
she lived it. The book is a bleak one, perhaps reflecting conditions on the
island or Frakes’ memory of it, or perhaps simply demonstrating the way she
chooses to tell her story. There is little humor here, although a sequence in
which Frakes and a friend try unsuccessfully to pick up pizza has amusing as
well as unhappy elements, and there is little attempt to connect in any way
with readers: Frakes’ childhood was very, very different from that of the
likely readers of this book, and she emphasizes that point so often that she
distances herself from people who would likely be predisposed to empathize with
or at least be highly interested in her story. Nothing dramatic happens during Prison Island; even the three escapes
that occur during Frakes’ time there are mundane. That may be part of the point
Frakes wants to make: that despite all the oddities of the way she lived, she
was just an ordinary kid growing up in less-than-ordinary circumstances.
Certainly she makes an effort to describe conditions on the island accurately
and to explain about the (few) pluses and (many) minuses of her time there. But
there is something off-putting about Prison
Island, which lacks any real attempt to connect with readers and instead
simply assumes that Frakes’ story, given pictorially in graphic-novel format,
will in and of itself find an interested audience. But graphic novels (or any
novels) can be pushed only so far. This one gets a (+++) rating for its honesty
and the matter-of-fact way it handles some unusual circumstances; but its
grounding in reality does not make up for its rather plodding pacing.
The pacing is anything but
slow in Space Dumplins, which lies at
the opposite graphic-novel extreme from Sunny
Side Up and Prison Island. There
is nothing the slightest bit realistic in this harebrained but thoroughly
enjoyable Star Wars-like adventure,
whose colors are so saturated that they will hurt some readers’ eyes and whose
use of comic-book and adventure-film conventions is so deeply ingrained that
the whole (++++) book comes across as an ongoing romp that pauses from time to
time just long enough to tug at readers’ heartstrings. Craig Thompson is a
master of manipulation, both of his characters and of his intended audience,
and this unusually lengthy graphic novel – more than 300 pages – is packed with
everything from hairbreadth escapes to ridiculous heroics to pathos-filled
family scenes to biblical musings by a chicken. Oh yes, the whole “alien races”
thing permeates Space Dumplins, whose
central characters turn out to be a human preteen named Violet; a highly
educated chicken named Elliott – who is studious, prone to fits and to dreams
that come true, terrified of going into space, and estranged from his
brilliant-scientist father; and a lumpkin named Zacchaeus, last of his
destroyed species except for his much bigger and really nasty brother,
Zucchinus. Then there are three ne’er-do-well lumpy (not lumpkin) types from
Violet’s father’s past – Tinder, Gerome and Gwumpky – who race to the heroic
(and extremely messy) rescue when Violet’s dad, Gar, gets in over his head in a
job involving, umm, space-whale poop (which looks and apparently smells
disgusting but is also an important source of energy for space colonies). In
addition to the whales, there are bad creatures called Jirglebytes that have a
habit of chewing up asteroids, schools, spaceships, that sort of thing. Also
here are Adam, the clothing designer who employs Violet’s mother, Cera; a
wonderful junkyard-guarding beastie named Radcliffe with one head that really
likes Violet and one that can’t stand her (or anyone); a military officer whose
job is to provide several levels of mercenaries on demand, ranging from a giant
transformer robot “with anthropomorphic charm” (a silly smiling face) to a
“budget option” of sort-of-human creatures that stamp their feet and try to
look fierce; and many, many more – a huge cast beautifully delineated both in
words and in drawings. The central threesome proves far stronger together than
separately, as evidenced when Violet intones at one of the many crucial moments
that Zacchaeus is “my strength, my chutzpah, my Wild Thing,” while Elliott is
“my sensitivity, my spirit guide, my Little Prince.” The all-pervasive humor
here is balanced by a genuine sense of bizarre adventure and a certain level of
self-referential awareness, as when the ominous “Lab Star” turns out to be
lobster-shaped (complete with claws), leading one character to comment, “That
has to be the stupidest gimmick name ever.” What is far from stupid is the
brilliant way Thompson and colorist Dave Stewart make all the strange and
wonderful scenes come alive. Thompson knows the boundaries of graphic novels
intimately – the malleable panels, the ability to stretch the action in any
direction, the availability of interplay between extremely complex enlarged
panels and small ones showing details or silhouettes, and much more – and he
actually expands those boundaries through some tremendously creative
visualization, such as a full-page spinning-space background on which are
superimposed nine separate small panels showing various characters’ actions,
each panel turned in a different direction (with dialogue balloons to match). There
are full-page and two-page scenes of destruction, battling and general
messiness, odd-shaped panels galore (such as a trapezoidal one subdivided into
sixths), and occasional no-panel-at-all character appearances (such as one in
which Violet surveys the ugly, messy way her family is forced to live and vows
“No” to living that way in the future). Space
Dumplins has a silly title – based on a remark in Moby-Dick, of all places, about “indestructible dumplings” – that in
no way reflects its first-rate storytelling, top-of-the-line art, and wonderful
understanding of just how well a story can be told in graphic-novel form.
The silliness actually goes
deeper, but to less effect, in the sequel to Teen Boat! The original book was so absurd as to be “campy,” for
anyone who remembers that term: it was beyond
silliness that a teenage boy could transform himself at will (and sometimes be
transformed against his will) into a small yacht. The first book by Dave Roman
and John Green set the stage of typical teenage angst that just happened to
involve a boy-to-boat transformer. Toss in some inept pirates and a best-pal
girl who is really right for Teen Boat but whom he acknowledges only as a
friend – and who may be a transformer herself – and you have, or had, the
ingredients for an unusually juvenile teen-focused graphic novel whose
genuinely funny moments were enough to encourage overlooking its extreme level
of absurdity. The Race for Boatlantis,
unfortunately, makes such overlooking impossible. There is just too much ridiculousness
here: a high-school principal who was once in love with a boat; a handsome
rival known as TeenBot who can transform into a captain’s chair, not an actual yacht;
an undersea land where boats rule; a chance for TeenBoat to meet his father,
who turns out to be a submarine; the discovery of the fact that his gal pal,
Joey, can transform into an iceberg, and the appearance of Joey’s iceberg mom
and human father; the enmity between icebergs and the boats of Boatlantis; the
reappearance of the pirates; and the maneuvering of the ultimate bad guy,
Richard Walet Sr., also known as Copperface. There is a lot of action, most of
it pointless, in The Race for Boatlantis,
although there is one clever scene in which Teen Bot and Joey kiss at last and
find themselves combined (temporarily) into a boat/iceberg that is powerful
enough to take on the bad guys. The rest of the story, though, is at best
adequate – mostly silly, and not in a good way. The boat jokes are overdone,
the final battle is not nearly as “epic” as Teen Boat proclaims it to be, the defeat
of Copperface is an anticlimax, and the book’s conclusion at high-school
graduation just sort of peters out. The
Race for Boatlantis is a (+++) book for those who liked the original,
more-enjoyable Teen Boat! It will
really not be of interest to readers unfamiliar with the prior graphic novel.
But one thing showing the maturity of the graphic-novel form is the fact that
books of this design, like the traditional novels of old, can be produced that
are very good, even exceptional – or very bad – or, like The Race to Boatlantis, simply mediocre.
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