Page nine.
Panel one.
Now they’re talking. Interacting. As you’d expect, Kirby shows them up close.
Page nine.
Panel one.
Now they’re talking. Interacting. As you’d expect, Kirby shows them up close.
Page twelve.
Okay, this is an extended pull-back-to-reveal sequence.
We see Cap using a remote control device. What is he up to? No clue yet. A skyhook-thingie pulls him up. Again, a little vertigo in this shot. You know these buildings are planted on the ground, by now you’re pretty sure that way is up, so no confusion here.
And now, some points about inking. Inking is a complex discipline. It requires the following:
1) Control of the tools, that is, being able to make the pen or brush make exactly the mark on the paper that you want it to every time—nothing accidental.
Vince Colletta could make a perfect circle freehand, with a brush, exactly even line weight all the way around. Best hands in the business, or at least tied for same. I’ll tell you about Russ Heath sometime.
2) Mastering technique. You need to know what to do with the tools to make hair look like hair, glass look like glass, sand look like sand, etc. If you tried to develop your own techniques for every occasion, it would take you decades. Better to learn from your favorite inkers. Check, for instance, how John Romita, Sr. does highlights on hair. Take a look at how Dick Giordano renders metal. See how Klaus Janson does glass and reflective surfaces. Take a look at how Wally Wood did everything. Learn from the best. It’s not cheating—it’s building upon the visual language comics artists have been developing for more than a century.
So, the inker has done his or her job, and now we have black and white images—usually with some halftone rendering, like feathering, hatching, stippling, drybrush, maybe even spatter technique. And even possibly with some Zip-a-Tone or other halftone applique, creating gray or grayish areas.
At this point, the colorist controls everything but the black and grayed areas. They’re there. The colorist can choose to leave a white area white or choose to fill it with any color. In ancient days, there were only 56-58 usable colors. There were three color plates—yellow, magenta and cyan. You could have no color in an area, 25% or 50% halftone of each color, or solid colors. That works out to 64 theoretically possible colors, trust me. But some weren’t really usable because the ink saturation would have been too heavy for the cheap newsprint paper. Show-through is bad enough, soak-through is disastrous.
RE: Storytelling by artists. Too many artists these days have no understanding of how to convey information — that is, how to do their part of telling the story. Or they think it’s their job to make cool pictures and that’s all — explaining things is up to the writer — he or she can always add a caption or something. Some of them have that attitude even when it’s a full script! Or, they actively ignore what is called for and draw whatever the hell they want because they think story doesn’t matter.
Call for an establishing shot. They give you a big head shot. Tell them to draw figures in action. It’s a mile away or cropped to the point that it’s meaningless. Tell them to draw a close up. They think it’s time to do a direct overhead shot of the room that mostly features the floor. Give them ref, they ignore it and make something up. Don’t give them ref and they complain.
Sigh.
Continued Stories
I was taught that if a story continues in the next issue, end with a climactic cliffhanger.
Well, duh….
And yet….
And, as I learned on my own, that “rule,” taught to me by Mort Weisinger, like pretty much all rules applied to creative work, is far from absolute. There are plenty of ways to go about continued stories. More on that later.
But first, the end-with-a-climax/cliffhanger way:
In the first issue, introduce the characters and establish their situation. Introduce the problem, threat, opportunity, whatever that generates the conflict. Develop the conflict to an intense climax/cliffhanger, and end there.
Second issue, elegantly, succinctly introduce the characters. Re-establish the climax/cliffhanger situation from the end of last issue. If possible, intensify the situation. Resolve the climax/cliffhanger—that is, brilliantly get Batman out of the death trap or whatever. Do it in such a way that A) the overall conflict is not resolved but is in fact increased, or B) a related-but-new, greater conflict arises to succeed the resolved conflict. Develop that new or increased conflict to an intense climax and bring the story to a resolution.
The Best Cliffhanger Ever
I remember buying this comic book at Churchill’s Pharmacy, corner of South Park Road and Brightwood Road, Bethel Park, Pennsylvania. It was October, 1965. I had just turned fourteen.
I read the book in the store, after paying for it. They were nice at Churchill’s but like everywhere else, if you read the books before buying them, they’d remind you “this isn’t a library.”
The issue contained the second chapter of a three-part story, fondly referred to around Marvel in my day as the “Master Planner Sequence.” This chapter, “Man on a Rampage,” features Spider-Man on a desperate quest to recover the only thing that can save his beloved Aunt May’s life, a serum called ISO-36, the only supply of which has been stolen by the Master Planner’s thugs.
And I recommend reading the essay that these guidelines are taken from even if you have never read any Fenimore Cooper. It’s very funny. Over the years Jim has had many people ROTFL when he performed dramatic readings of it. Makes my sides hurt to even remember.
The rules governing literary art in the domain of romantic fiction require:
The Great Cover After the Best Cliffhanger Ever
At the request of Lincoln G, here’s the cover of the Amazing Spider-Man #33. Not surprisingly, the best cliffhanger also made for a terrific cliffhanger cover.
Long Term Teases, or This Better Be Good….
The best long term tease, the best tease of any kind is consistently great entertainment. Publishing compelling issue after compelling issue is the best way to keep people interested in what comes next. Build up enough momentum, enough reputation and even if the stories are not as good as usual for a multi-issue stretch, the audience will stick with a series for a while. It’s like a ride in a hot air balloon. You stay aloft for a while even after the burner is turned off.
JayJay here. Earlier today Rob commented on A Review: Captain America & Bucky #624:
Jedi Knights and Harry Potter wizards are clearly superheroic. heck, the HP kids are children-who kill bad wizards. Plenty of kids look up to them.
and the rest of them are “normal people” the same way Batman is lol i.e. not really.and yet, I still looked up to Luke Skywlaker though he blew up the Death Star and killed thousands of people; sliced off arms, and casually knocked people into the Sarlaac pit.
Rob
December 12, 2011 6:12 PM
Here’s Jim’s Answer:
RE: Heroic characters killing or not, here’s what I think: Heroic fiction often tends to place heroes in life or death, kill-or-be-killed situations. If no one ever actually does get killed, if it always turns out that there was a nobody-dies alternative, then the jeopardy was false and can become tedious.
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