|
Promethea: Volume 1
by Alan Moore
Magic Comic Ride
A review by Douglas Wolk
When Promethea
began its 32-issue comic-book run in 1999, it looked like it was going to be British
writer Alan Moore's riff on Wonder Woman: a story about a superheroine with mythological
connections, one of the flagship titles of Moore's whimsical America's Best Comics
project. By the time it ended a few months ago (the final sequence is collected
in Promethea Book 5, to be published in a couple of weeks by ABC), it had
turned into something very different: a rather wonderful excuse for the 51-year-old
Moore to explain his version of hermetic Kabbalistic philosophy.
Moore's got a reputation for writing remarkable, formally structured mainstream
comic books, including a few that are permanently lodged on the graphic-novel
bestseller lists. Most of them are so engaging that Hollywood types thought
it'd be a great idea to adapt them into movies, and so complicated and subtle
that they've turned out to be unfilmable (like Watchmen,
which Hollywood's been batting around for over a decade), or the resulting films
turned out to be travesties (like The
League of Extraordinary Gentlemen and From
Hell; this doesn't bode well for the forthcoming V
for Vendetta movie). In the last decade or so, he's also gotten very heavily
into magic of the robes-and-grimoires sort, and has talked about his close relationship
with the second century snake-deity Glycon. "The idea of the god
is the god," he's said. That's the thesis behind Promethea,
which he's described as "a magical rant seemingly disguised as a superheroine
comic."
But Moore doesn't draw the comics he writes; his artistic collaborators on
Promethea were J.H. Williams III and Mick Gray. They developed a lavish,
eccentric visual style for the series, in which almost every two-page spread
is unified by decorative design elements and symmetries. Williams is something
of a chameleon -- his covers to the individual Promethea comics alluded
to Alphonse Mucha, Peter Max, Winsor McCay and whoever else seemed appropriate.
In the first Promethea book, though, Williams and Gray's art is mostly
a graceful variation on the standard superhero-comics mode, and so is the story.
College student Sophie Bangs lives in an alternate-world, modern-day New York
City that's full of flying cars, futuristic technology and "science-heroes."
As the series begins, she discovers that she's the latest incarnation of Promethea,
a mythical heroine born in fifth century Egypt whose physical presence can be
invoked by acts of imagination and creativity. (Sophie becomes Promethea by
writing poems about her.)
Through Book 1 and the first half of Book 2, Promethea is Moore at his
most playful, having fun with his setup and setting. Sophie's foil is her snarky
best friend Stacia, whose favorite pop-culture icon is a lovely, daffy running
gag: something called Weeping Gorilla, who appears on omnipresent billboards
sobbing into his fur and thinking bummed-out thoughts ("We probably expect
too much from George Lucas..."). The high-tech sensory overload of Promethea's
New York is packed with delicious details that Moore never bothers to explain
-- it's only natural that the city's mayor has multiple personalities, even
before he's possessed by demons. (Newscast chatter: "Speaking yesterday,
the Mayor said 'I am Legion. All shall kiss my smoldering hoof.'") And
the chaos in the street scenes frames the series' contrast between the material
and spiritual worlds nicely.
Midway through Book 2, things start getting weird. Sophie meets a grubby, creepy
old magician, Jack Faust, who says he'll teach her about magic in exchange for
sex with Promethea -- and she takes him up on his offer. An entire chapter (an
issue of the original comic) is devoted to a tantric sex scene, complete with
extensive discussion of the magical significance of clothing and sexuality.
At the beginning, it's impossibly squalid -- the idea of the gorgeous heroine
in bed with a potbellied, warty lech is meant to make the reader squirm hard.
("Who remaindered the book of love?" thinks Weeping Gorilla on the
sign outside Faust's filthy apartment.) But the chapter's tone gradually turns
grand and psychedelic (if not exactly erotic), then oddly tender, and it lays
the foundation for the rest of Promethea: the idea that there's magical
symbolism in everything, no matter how debased.
The second book concludes with a flabbergasting visual and verbal juggling
act: a chapter called "Metaphore," in which the twin snakes on the
caduceus Promethea carries explain the history of humanity to her, in rhyming
couplets, by way of the sequence of major-arcana Tarot cards. The snakes are
named Mike and Mack, as in "micro" and "macro"; they can't
keep straight which one is which. (As above, so below, as the saying goes.)
Their Tarot isn't quite the traditional version: Every card from the common
Rider-Waite-Smith deck is redrawn as a cute little cartoon, and "Judgement,"
for instance, is replaced by Aleister Crowley's suggestion "The Aeon,"
its angel replaced on the card by Harpo Marx (symbolizing Harpocrates, the Greek
god of silence), honking rather than blowing his horn ("ankh ankh"
-- oh, yes, he's wearing clothes decorated with ankhs, rather than the angel's
cross).
Every page of "Metaphore" is crammed full of symbols and details.
Each page includes a set of Scrabble tiles spelling out a relevant anagram of
"Promethea" ("Ape Mother," "Me Atop Her," etc.,
with the tiles "scored," as in Scrabble, with a corresponding letter
of the Hebrew alphabet), plus backgrounds depicting icons of human culture from
that stage of history, plus a painted image of Crowley (aging over the course
of the chapter from a fetus to a corpse, and telling a joke that's a metaphor
for how magic works), plus a tiny little devil or angel (on the left- and right-hand
pages, respectively), plus decorative "go-go checks" that allude to
'60s comic books. It's amazing Williams and Gray's hands didn't fall off by
the time they finished drawing it.
Apparently emboldened by the fact that his collaborators hadn't run away screaming,
Moore threw the plot out the window for most of Books 3 and 4, and devoted them
to an extended explanation of the Kabbala's Tree of Life, the map connecting
the sephirot or spheres representing God's attributes (or states of mind) in
the Jewish mystical tradition. (The links Moore suggests between the Kabbala
and the Tarot are that the 22 major arcana correspond to the 22 paths between
sephirot on the Tree of Life, and that, more important, both systems are useful
as allegorical representations of the range of human experience.) The conceit
of "Promethea's" middle act is that Sophie and her spirit guide, the
previous incarnation of Promethea, spend a chapter apiece traveling through
metaphorical representations of each of the 10 Kabbalistic sephirot (plus an
extra "invisible sphere" Moore sneaks in between the third and fourth).
There's a lot of ungainly expository dialogue in those two books ("This
is the fourth sphere, right? 'Chesed,' there on the arch above the Jupiter symbol.
I think it means mercy"). Their ratio of profundity to claptrap varies
with the reader's openness to semi-digested Crowley, and occasionally Moore
threatens to sprain an eyelid from winking so hard. (Sophie meets Hermes, who
tells her that gods, as "abstract essences," can only be perceived
through linguistic constructs like "picture-stories." Picture-stories?
she asks. "Oh, you know. Hieroglyphics. Vase paintings. Whatever did you
think I meant?") Some readers complained at the time these installments
first appeared that they felt like Moore was lecturing at them, and that's absolutely
true. But complaining about Promethea's transformation from a graphic
novel to a graphic textbook is missing the point: The idea of it isn't to tell
a story so much as to present a gigantic mass of arcane philosophy as entertainingly
and memorably as possible.
In fact, the Kabbala volumes of Promethea are thrilling, partly because
they're total eye candy. Williams and Gray draw each chapter in a style of its
own, with a color palette dominated by the part of the spectrum associated with
that chapter's sphere. The panel backgrounds for the "Chesed" sphere
are painted with blotchy, van Gogh-inspired brush strokes, suffused with blue;
Binah, the realm of the whore Babalon, is drenched in blacks and dark, tinted
grays, with outlines that crinkle like woodcut prints. The colors of the highest
sphere, Kether, are traditionally white and gold, and its chapter is illustrated
almost entirely in shimmering, pointillist golden yellow. When the story gets
back to earth a few pages later, it's hard to readjust, although Williams keeps
up the delirious compositional tricks from the Kabbala section.
That leaves Book 5, set a few years later, in which some leftover bits of good-guys-vs.-bad-guys
plot from the early stages of the series get mopped up, and Sophie becomes Promethea
one last time in order to end the world. ("End," not "destroy."
"The world is our systems, our politics, our economies ... our ideas of
the world!," an earlier Promethea explains to her; the apocalypse she brings
on is more like an enlightenment.) This is at least the fourth time Moore has
ended a major series with a vision of global utopia, or at least some kind of
benign revolution, although to be fair it's not exactly a cop-out in "Promethea,"
given that its protagonist is named after the god who brought light to the world.
As entertaining as it is, most of Book 5 is an exercise in clearing the decks
for the final chapter, and by then it's clear that hardcore formalist Moore
has arranged the series into 32 chapters for a reason. The final one is 32 pages
long, each page corresponding to one of the tarot's 22 major arcana or one of
the 10 spheres of the Kabbala. (They can be read in the order printed in the
book, or they can be assembled into two four-page-by-four-page arrays -- which
form gigantic images of Promethea's face -- and read in that order instead.)
This time, it really is a lecture, consisting of a nude Promethea fluttering
around candy-colored background abstractions and limning Moore's cosmology,
which centers on snakes, psychedelic mushrooms, sensory overload, and language
and art as consciousness-altering tools -- especially in comic book form. There
is no pretense of narrative, just a circular monologue ("As readers, you
are physical beings engaging in a DNA snake-dance with me, a fiction, your immaterial,
lunar imagination"), abetted by captions that invoke mythology, literature,
science and a little too much pseudoscience ("The butterfly's random fluttering
from one point to another also accurately models how thought follows a fractal
path from concept to concept").
Without the rest of the Promethea series to explain its vocabulary and
mystical-theoretical grounding, it would make no sense at all, and even in the
context of the story that's led up to it, it's rough going. As a philosophy
of life, it's questionable at best; it's a huge pill, and it'd be unswallowable
without the smooth sugar coating of Williams' artwork. As an aesthetic philosophy,
though, it's astonishingly fertile, recasting the mind as the "radiant
heavenly city" Moore promises, populated by the gods that live in the human
imagination, and laid out according to the road maps he's presented in the guise
of a grand adventure story. He may be the only person who lives there right
now, but at least he's inviting the rest of us.
|
|