Showing posts with label hope larson. Show all posts
Showing posts with label hope larson. Show all posts

Tuesday, October 2

A Wrinkle in Time

The Graphic Novel
by Madeleine L'Engle
adaptation by Hope Larson
FSG 2012

The classic middle grade book gets a solid graphic novel treatment by award winning artist Hope Larson.

The weird thing about graphic novel adaptations is that they tend to be much longer than their source material, and they rarely convey all the details and explanations in their retelling. Graphic novels conceived as graphic novels from the beginning work to condense story where adaptations, it seems, look to open up narrative, alternately speeding along the story and slowing it down at the same time. There's a certain elasticity of time and events involved.

Could there be a better-suited book for a graphic novel treatment than A Wrinkle in Time?

Meg is an odd duck, rendered here like your typical unruly tomboyish nerd girl. Impatient and impulsive, she doesn't fit in even among her family; her mother has beauty that she envies, her twin bothers the model of normality, and her baby brother Charles is a precocious clairvoyant mistaken by those around him as a moron. Her father? Mysteriously away, subject of much gossip, though truly gone in a way the local townfolk could never conceive (much less believe) if they knew the truth.

Charles is in contact with some old ladies who live in a house in the woods most consider haunted. Mrs. Whatsit at first seems like a doddering old fool, her companion Mrs. Who speaking often in quotation, and eventually the occasionally unfocused apparition Mrs Which presents, taking the form of a Halloween witch. Together, these tree form a trinity of Star Sisters who serve as prophets, guides, and guardians for the journey about to come. A classmate of Meg's, the sensitive outsider Calvin who is better at passing as normal, finds himself drawn to the haunted house in the woods and once united with Charles and Meg they are informed that they can help bring Meg and Charles's father but that the mission involves some peril.

as always, click image to enlarge
Traveling the wrinkles in time, the sextet make it across the galaxy to the planet Camazotz where a cloud of evil is holding the kid's father as a prisoner. This evil has grown and crept across the galaxy, threatening to force the inhabitants of other planets to succumb to fear and remain orderly and obedient. This evil is controlled by IT, rendered as little more than a massive brain sitting on a pedestal in a protected tower. Utilizing their wits and few tools left them by the Star Sisters they rescue Meg's father but at the expense of losing Charles in the process. They regroup at a safe distance and discuss options for rescuing Charles, where Meg finally comes to realize that this is her destiny, and enters a final confrontation with IT using as her weapon the one thing IT wants but IT doesn't have.

I'm going to admit right here that I am as old as this book, and that I read it when it was less than a decade old. I have vague memories of images from that initial reading that have, over time, merged with images from episodes of The Twilight Zone and The Prisoner, bits and pieces from other science fiction stories (Bradbury and Clarke most likely), and special effect from the occasional badly produced movies that would end up on TV in the afternoons on weekends. Which is to say that the material read fresh to me while at the same time oddly derivative. But more startling to me was the complete mash-up of Cold War fear, Orwellian dystopia, post-war mythology, and a solid dose of budding New Age religious thinking. None of this is negative or unwelcome, as I was suddenly aware of how tame and safe a lot of middle grade fiction is these days by comparison. Talking time travel as if it were as easy as breathing, quoting classic scholars and thinkers, lumping artists and religious icons together as visionaries who have tried to explain the unexplainable... after a while it was a little like the articulation of thoughts from someone gloriously tripping on LSD. Again, not a bad thing, but odd all the same.

I applaud Larson for taking on a classic that, like movies made from books, will no doubt disappoint those who have set ideas of what the characters look like or how certain elements should be rendered. It's also no small feat to take on the telling of a story that has as its base the notion of time travel without any real explanation for how it is possible. Merely referring to "the tesseract" and giving a basic description of how travel across the fifth dimension could easily lose a reader, but the story is carried along by the strong-willed personality of Meg and her through-line desire of finding and rescuing her father.

As excited as I was to get my hands on this I had a little bit of graphic novel adaptation remorse after finishing it – I probably should have reread the original novel first and made a true comparison. But I've thought this over and decided that as much as I'd like to think of graphic novels as gateways to reading in general I sincerely doubt a majority of readers are going to read both: unlike book-to-film interest there is little evidence of a similar graphic-novel-to-book conversion taking place. We can debate and discuss this all we want, but the reality is what it is, when a kid finishes a book they don't generally go hunting down the graphic novel adaptation, and vice versa.

With that thought in mind I am glad there is this second, and perhaps slightly more accessible, graphic novel version of A Wrinkle in Time out there. It provides more opportunities to open up young minds and getting their heads wrapped around the notion of time travel and just what intangible is truly the most powerful weapon in the universe. Besides reading, of course.

Monday, October 18

Mercury

by Hope Larson 
Atheneum / Simon & Schuster  2010

A tale of gold prospecting and romance and karmic debts paid off over several generations with just a kiss of magical realism in this graphic novel. 

In the settled Canadian province of Nova Scotia the Fraser's of French Hill have settled into a life of barely sustainable farm life when the mysterious stranger Asa Curry comes calling.  He's discovered gold on the Fraser property and looks to help mine it with a share of the proceeds. In the Fraser household daughter Josey has become smitten with Asa and over time he becomes the forbidden fruit she pledges herself to.  But there's something dark about Asa that causes Josey's mother to worry that he is a harbinger of death. 

One hundred and fifty years later the Fraser house has remained in the family but has burned down, causing the current Frasers, Tara and her mother, to become displaced.  While her mother works to find a new job and get settled in a new town, Tara returns to attend high school and, with the aid of a mercury-filled pendant that's been in the family for generations, solve a mystery that connects Tara's story with Josey's.  The phoenix out of the ashes of the house fire, as it were, allows Tara and her mother the chance at a new life that was denied their ancestors.

Jumping back and forth between stories it becomes clear that Tara and Josey's stories will cross paths, but with Larson that doesn't mean it is easy to guess.  The tale of the stranger with seemingly magical (and dark) powers is not unusual for the 18th and 19th centuries, and here those elements are handled as matter-of-fact as we treat the "magic" that allows us to use cell phones today.  This is Larson territory, where the magic is real, and she leaves much for the reader to discover and define for themselves.  Crows with faces of people, "spells" that can see the future, gold-seeking pendants and yellow snake guides are blended with they typical stories of teens encountering first loves and exploring territories as mysterious to them as anything else in this world. 

Larson's pacing and scene-setting is measured and exacting – nothing moves too fast or too slow – poetically cinematic in flow.  Having the panels set in the past against black backgrounds, while the present day sections are set against traditional white space, almost seems superfluous because we can the different ages by costume, but in a black and white comic it has the effect of turning the past almost sepia.  The visual darkness takes advantage of our knowledge of the pasts limitations and shrouds them in the darkness of a time before we became "illuminated" and magic was replaced by science and logic.  Larson's magic is elemental – mercury, gold, fire – with powers we can barely contain.  How is that not like love?

Tuesday, August 5

Chiggers


by Hope Larson
Atheneum 2008

Abby has arrived at camp first (as usual, due to her mother) and as the other girls arrive everyone slips back into their camp personalities and cliques. Abby's closest friend Rose has returned as a counselor this year and her additional duties preclude her and Abby from hanging out as much.

As the bunks fill in her cabin Abby ends up with new girl Deni beneath her who spends her day complaining about what a dump the camp is and her nights scratching herself into oblivion. The girls come back to their cabin and find Deni mysteriously gone, and quickly the rumor is she contracted chiggers and was sent home.

The next girl to fill the bunk is Shasta, a hippie-esque weirdo who refrains from many camp activities due to her own mysterious illness, a illness that requires a daily medication she refuses to take. While Abby has always been a sort of fifth wheel around her cabin mates, Shasta is the out-and-out weirdo, and when Abby is stuck showing the new camper around she finds herself battling between distancing her self from Shasta and making friends with her.

Shasta, it turns out, was struck by lightning and occasionally finds her hair raised on end and little balls of lightning drift into her cabin looking for her. There's tension between Abby and Shasta when they find themselves attracted to the same boy until Shasta is sent home for failure to take her medicine. Camp ends with a kiss and a bandanna and memories that make camp that place where strangers are friends for life until it's time to go home.

Larson's graphic novel pulls off the trick of being episodic without feeling episodic, telling the story of a summer without a plot. Abby, and all the girls for that matter, are mean and nice, conflicted and assured, friends and enemies. They are kids at that age where everything is possible which means they run hot and cold with the wind. Everything is possible at camp, and Larson picks out those moments that highlight those possibilities; the friendship bracelets, the games of capture the flag, the overnight hike with the ghost stories and a flashlight. None of it cliched or bathed in the patina of nostalgia or underscored with "deeper meaning" than the moment it exists in.


More like this, please.