Bruce
Jones and John Watkiss,
Deadman (DC/Vertigo, 2006-
). $2.99, monthly.
by
Jared
Gardner

I looked forward to
the new Deadman
for
totally perverse reasons. After all, it was such a
deliciously implausible event. Who on earth would
have thought of translating this minor light of the
DC-lite multiverse into a Vertigo title? And the
moanings of Boston Brand’s fans (Deadman has
fans:
who knew?) as to the heresy of the act only made me
more excited to see Bruce Jones succeed in this
strange project. But depending on Jones to do
innovative and exciting writing has not been a safe
bet of late, to put it mildly, and I suspected that
rooting for the new Vertigo version of DC’s old
second-stringer would only be another in a long
succession of bad object choices on my part. So I was
very surprised to discover in issue #1 several very
good reasons to like the new “mature”
Deadman,
at the very head of which is the dazzling art of John
Watkiss.
I find that artists who come to comics with extensive
storyboarding experience bring a certain stiffness to
graphic narrative, and their books often feel more
like material to bring to a Hollywood meeting than
anything truly engaged with the form. Watkiss is
different. He has a cinematic sense of camera angles
and lighting, but he uses his experience here in a
decidedly non-cinematic way. This is a dizzying,
disorienting story—one I am not entirely sure Jones
himself has completely worked out—in which our
recently-deceased protagonist, Brandon, flits between
multiple timelines and alternate universes, often in
the blink of an eye (or panel to panel). But even
when Brandon is standing still trying to make sense
of what is happening to him (and more confusing
still, why),
Watkiss never lets up on the hall-of-mirrors effects.
There is no stable position from which to make sense
of this story, and Watkiss makes sure we never get a
chance to rest comfortably as armchair passengers on
the journey.
This restlessness may be the biggest long-term
problem for the series. After four issues, we have
perhaps less sense as to what is going on than we did
after the first issue. Even the fundamental premise
remains fairly hazy. Is Brandon really dead? (Appears
so.) Did his brother and fellow pilot really crash
him and an airline full of passengers on purpose?
(Maybe.) And if so, why is his dead brother seemingly
trying now to help save Sarah, his wife (and
Brandon’s ex-love), from the Men in Black who are now
coming for her? (Um….) We get some
explanations along
the way, often in bursts of “revelations” from
Brandon, with little explanation as to how he
suddenly came to his new insights. But these are the
weakest and most forced moments of the book. Much of
the book is spent chasing after Brandon and Sarah,
avoiding those who are seeking Sarah’s life (and
Brandon’s afterlife). And when things go tragically
wrong (as they do, time and time again), Brandon gets
a “do-over”—back in the cockpit with Scott, getting
new cryptic advice, and starting the game all over
again. It all might be too much, too dizzying, for
readers to be willing to put up with.
So now I am rooting for Deadman
for a
different reason. I am hoping it does not give up on
its best impulses—its surreal drive and non-narrative
browsing of the databases of alternative realities. I
am hoping that Jones does not feel compelled to give
us smoking guns, connect-the-dots conspiracies, or a
view of the man behind the curtain. True, I am
curious about the strange and dangerous gift that has
passed from father to sons (and now to the unborn
child Sarah is carrying)—a gift so potent that whole
universes are conspiring to destroy it. But I would
rather not know the details and secrets if it means
sacrificing the visual and epistemological hall of
mirrors that makes the comic (at least potentially,
in one alternative universe yet to be written) truly
innovative and unique.
The local clunkers (Brandon finding himself in the
original Deadman’s costume) and the occasional
writerly panic-attacks not withstanding, I am along
for the ride—at least for the first year. More than
enough is narratively daring and visually arresting
in this book to make me want to see where we are
going. My only hope is that the creators and editors
let the original Deadman rest in peace in his DC
Universe, resist the attempts to explain more than
needs explaining, tap in to the radical energies the
first issue has unleashed, and avoid the temptations
to take recourse in the trappings of the Hollywood
conspiracy plot (as issue #4 seemed to threaten). We
don’t need to know who the bad guys are. We don’t
need to know how the dead Brandon moves between
alternate timelines. For this comic to reach its
potential, Jones and Watkiss must be willing to let
traditional comic plotting go and try and make
something genuinely new out of the narrative corpse
that they have brought to life here.
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