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Warren Ellis and Chris Sprouse,
Ocean (Wildstorm, 2006).
paperback. $14.99
by
Jared
Gardner
When Warren Ellis’s
6-part Ocean
appeared
last year I found myself drifting between issues,
unable to keep the action in mind from one month to
the next. The story was too tight and taut to work
well with the serial form. It felt closer to a
screenplay than a comic script in its pacing and its
pleasures. I was therefore looking forward to sitting
down and read the whole narrative through in the
recently published trade. It turns out, in book form,
it still reads like a screenplay. A really short
screenplay.
Indeed,
it is hard not to think about Ocean
on the
screen, and only in part because of the obvious
indebtedness to a range of science fiction films
(especially Alien)
which inspired the vision of the work. Actually, as
with so much of Ellis’ work lately, the pop culture
vacuum is on high, and part of the pleasure here is
watching him weave a range of science fiction media
sources into this story. We see the texts Ellis is
taking pleasure in. The staff at the Cold Harbor
space station echo the recent remake of
Battlestar
Galactica (especially the
hardboiled flygirl Siobhan, who references the show’s
Starbuck to a tee). Our main character, UN Inspector
Nathan Kane, is a kinder, gentler, and more properly
interpolated Spider Jerusalem from Ellis’ own
Transmetrolitan.
If anything Halo
is
perhaps the strongest influence, most explicit in the
giant ring that surrounds the site of the weaponized
sarcophagi that serve as the focus of the story’s
action. And the hivemind of the evil corporation,
Door (no relation to a corporation in Redlands that
just happens to be similarly named after an
architectural orifice), has sources too obvious and
numerous to mention here.
The story in its broad strokes (and it never gets
much beyond broad strokes) is a fine one. Kane is
sent to the Jupiter system to look into the discovery
of ancient and world-destroying weaponry that has
been immured in suspended animation with thousands of
humanoid ancestors. The bad news is that Door is
there too, and they have the resources to tap into
both the weaponry and the sarcophagi (and the family
resemblance between the homicidal prehumans and
modern corporate managers is one of the story’s more
lively gestures). The underfunded public servants
must outmaneuver Door’s ambitions to claim the find
and its technology as their own. In the process,
buttons are pressed, weapons and bodies reborn, and
the kitchen timer on the apocalypse starts
ticking.
The book is at its best in the playful repartee of
Kane and his colleagues, and there are shades of the
sizzling dialogue and exuberant political edginess of
Ellis’s masterpieces (Transmetropolitan,
The
Authority). Chris Sprouse’s
art is workmanlike here, but it lacks the charm and
wit of his best work with Tom
Strong. His action scenes
suck the energy out of the page, with pantomime fight
scene closer to the Zap-Bam-Biff of the old Adam
West Batman
tv show
(not, I suspect, an allusion they were going for
here). But the real letdown of the volume is in how
much it feels like materials for Hollywood pitch—a
plot treatment and some strong storyboards, all ready
to powerpoint for producers and casting agents. It is
a good story and strong characters who deserve a
fuller treatment (on screen or, better yet, in an
expanded graphic novel) than they receive
here.
This may be an inappropriate moment for the soapbox
(a minor review of what is undoubtedly a minor work),
but it does seem that it is time for comics creators
to think about the now-inevitable book publication of
their serial story arcs as something other than
another revenue stream—to think about their books as
something more than “reprints” and something more
like, well, books.
More detail, a stronger third act; less of the
repeated insistence that Kane really
doesn’t
like guns (we got it the first time)—these are the
kind of changes the book form should open up for
comics creators. What works in the monthly serial
form doesn’t necessarily have to be the final word.
Even more urgently, what works in a 120 page
screenplay should not become the model for 6-issue
storylines or the trade paperback that inevitably
follow a few months later.
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