Before I give my thoughts on Grant Morrison and Sean Murphy’s Joe the Barbarian two things should be pointed out in the interest of fairness. Firstly the series won an Eisner Award. That marks it out as something significantly special. Not just anything gets an Eisner. Secondly I am not Grant Morrison’s biggest fan. This book is a near perfect example of why that’s so.
The problem I have with Morrison is that he so often
seems to go for style over substance. There always seems to be an underlying
drive to show how cool he is and how much he knows about mysticism, drug
experimentation, society’s fringes and other things that don’t necessarily translate
well to the world of comic books. Were this his only characteristic I doubt I’d
ever have any interest in any of his comics. I also doubt he would have become such
a prominent author. One trick ponies rarely find success to the level Morrison
has.
These bad points are tempered by an incredible
creativity. This is what stops me from outright disliking him. He has traits
and abilities that can, when he’s on form and not preoccupying himself with
deliberately baffling nonsense, allow him to produce a damn fine comic book.
All-Star Superman and the early issues of the 2009 Batman and Robin book are both solid
examples of how good Morrison can be when he’s on form. Titles such as The
Invisibles and The Filth (both of which I’ll review at some point) showcase
Morrison at his dreck-delivering worst.
Joe the Barbarian slots firmly into the middle ground of
the Scot’s work. It’s not as convoluted and pretentious as his worst works but
it’s by no means a simple read. Even its own internal logic appears baffling,
contradictory and poorly defined in places. At the same time it’s a wonderfully
inventive book at its core. The world building is some of the best of any
Morrison title I’ve ever come across. JTB is most similar to Doom Patrol in the
Morrison pantheon, it has some pretty hefty faults but it’s mostly enjoyable.
Morrison has borrowed liberally from various sources for
this book. There are touches of The Neverending Story in the general concept,
although given that this is a comic and not a book or film similarities to the
Sandman arc Game of You are even more glaring. Numerous pop culture kids’
characters pop up. Generic Transformers and teddy bears bulk up the general
populace of the fantasy world and numerous comic characters can be spotted,
including John Constantine, Batman and Lobo.
The story centres on diabetic teenager Joe Manson, who
lapses into an insulin coma as the result of school bullies nicking a bar of
chocolate. He hallucinates an elaborate fantasy world that draws elements from his
real life surroundings. The simple journey down a couple of flights of stairs
to grab a cola from the fridge and turn the lights back on after a power outage
is intercut with his journey through the elaborate trappings of his fantasy
world.
The way in which Joe’s house and the Iron Kingdom are
linked is the book’s greatest achievement. The boy’s bedroom is Playtown,
populated by childhood action figures (one of which is clearly based on
Morrison, chalking up another utterly needless cameo in one of his own
creations). It’s here that pet rat Jack, or “Chakk”, joins Joe on his journey,
another nice idea. The bathroom is a series of pipes in Joe’s fantasy land,
while the warmth of the fireplace in the living room becomes Hearth Castle.
Many things from reality are reinterpreted as the history
and landscape of the Iron Kingdom, with his father’s death, mother’s grieving,
a running bath tap, and the light switch in the basement all becoming key plot
elements in addition to the boy’s diabetes. It’s easy to overlook the
unoriginality of the premise when Morrison has done this much with it. He’s
taken an idea that’s been used before, yes, but he’s completely done his own
thing with it. It’s engaging stuff.
Sadly the book falls down somewhat in the plot area. Too
much time is spent playing around with the reader’s inability to know what’s
real and what isn’t. The ending of issue three hinges entirely on this fact,
resolved in the next issue in a very disappointing fashion. While it’s not a
bad thing that the creative team don’t rush into establishing the truth of
Joe’s situation Morrison’s obsession with teasing becomes distracting.
Perhaps it’s unfair to knock the book for this. After all
the plot is basically about a thirteen year old failing to get some sugar and
dragging himself downstairs to get some glucose and flick a light switch. The
neat trick of turning a regular house into a magical realm with its own
pantheon, mythology and religion is the selling point here and, as I’ve said,
that’s done very well.
For those unfamiliar with Grant Morrison this probably
isn’t a bad starting point. It gives you an idea of how good the guy can be but
also provides ample warnings for how ludicrously self-indulgent his scripts can
get. It provides an equally good introduction to the world of comic books in
general. It’s not the best ever written but it’s far from the worst and amply
demonstrates how comics can do things that film, television and radio can’t.
There’s no way this story could ever have been done justice in anything other
than a picture book.
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