Time to make room for another guest review. This time of Zuda’s Azure, rapidly reaching a climax, and a warning the title below may be long but the review is much much longer! We don’t believe in short changing you here at mpd57 towers! Something for you guys at SDCC (San Diego Comic Convention) to read in the wee small hours!
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Dan Govar does AZURE, William Blake re-writes the Bible, there’s a secret to how ballet works, and HEAVY METAL opens our eyes to the New Machine Age. Where are we the whole time?
by guest-blogger Rob Berry
A discussion thread came up on the Zuda message boards recently about missed opportunities and it put me in mind of how many wonderful comic ideas go through the competition mill of this site and how often, after the contest is finished, we overlook what we’ve been shown.
If the attractive part of the Zuda model involves having each of us, as readers/members/voters being given an opportunity to involve ourselves in the selection of exciting new comics at the site then I wonder how we’d do as professional editors. Trying to choose comic work which builds a high-quality catalog of comics for a website these days is not an easy job and, sometimes, the really good stuff gets overlooked in favor of the comic which brings in the biggest voting audience. Even if they’re only there for the month of the competition.
Editors, if that’s how we’re invited to see ourselves, have bigger concerns. Building a deep and respectable catalog of comics from today’s potentially vast array of genre approaches isn’t an easy task. No one wants to pigeon-hole their product line into just one category, so smart editors have to be on the look-out for new ideas, new methods and, like with Zuda, unique ways to deliver them.
Which makes me think of what we may be missing by not paying close enough attention to Dan Govar’s AZURE.
(In the interest of journalistic integrity it should be mentioned here that Dan is a friend of mine. Since meeting at the New York ComiCon in February, Dan and I correspond and call each other fairly regularly to talk about comics and illustration. We drink heavily together when we get the chance to be in the same city, and have started to turn those conversations and energy into a couple of joint projects. He’s become a buddy. I actually felt some reservations about writing this review, thought I might come off as too bias, then I figured, “what the hell?” People usually expect me to speak my mind about Zuda, and Dan’s work is the thing I’m thinking about most lately. Plus, I’ve seen the last pages of AZURE while no one else has. I know better than to let good work like this escape our attention, even if I know that as an insider.)
Webcomics, in its really short lifetime as a medium, has been a pretty closed craft. By this I mean to say most of its look, methodology and expression comes not so much from how it operates as a new and web-based media, but how the web can be a distribution model for what is still essentially a print-based product. Most of the earliest success in the industry came from gag cartoonists using the web to distribute comicstrips in a dwindling print market and a lot of the current measures of success still rely on turning online comics into bookshelf properties. There’s nothing inherently wrong about this, but it does seem that most of us are following the HalfPixel tips about ‘How To Make Webcomics’ as opposed to Scott McCloud theories about how to see the web as an entirely different canvas. It works fine, but its a bit like designing jet-propulsion to make ground travel faster; a bit limited in scope.
Not sure if McCloud has used him as an example before, but theories on the possibilities artists are given by new media always put me in mind of William Blake. Blake and his brother opened a print shop which, dealing in Revolutionary material of the time, provided him a unique outlet for developing his own artistic voice. This allowed him to develop a process of relief etching placing words and images together in a style like that of medieval illuminated manuscripts and lead to Blake’s unique fusion of poetry and drawing. He saw how print allowed for distribution of art in new and more profitable way, as all engravers had been doing in his time period, but he also saw past that to the uniqueness of book-making as object and artform.

There’s really obvious connections to draw on here in thinking about Blake’s development as an artist and the field of webcomics, sure, but what’s that got to do with Dan Govar and AZURE?
Dan, unlike most webcomic practitioners, doesn’t come from a background in sequential art. He’s done some, sure, and he loves comics, but he’s not really a comic artist. He’s an illustrator using a unique skill set balanced between traditional and digital tools. For those of you don’t know this or haven’t seen his other work, take some time and visit his on-line portfolio and you’ll see what I mean.
New media is a machine and, as such it needs unique perspectives to help it get past the obvious conventions of the media that proceeded it. Webcomics has plenty of comic guys, but can probably use more illustrators to kick it in the ass. Dan manages to do that.
Not many successful illustrators come into the comicbook field, and certainly not many come into it through webcomics. Historically, comics have been an estranged, ghetto-dwelling step-child of illustration. Comics is a labor-intensive job that illustrators, good illustrators being given paying jobs to do, can’t rationalize in an affordable hourly rate. There’s just too much more money in game design and cover illustration to spend time drawing all those little panels. Illustrators who work here make a much lower rate of pay but do it because comics, such a unique and attractive artform that so few people really understand, is in their blood. Comics for them is a labor-of-love.
The same is true of Dan’s approach to AZURE. This is not what you’d expect webcomics to give you. Its what Dan wants to make webcomics into.

Dan, as I said, ain’t a cartoonist. His work is not reductive, simplified or stripped to its inherent symbol as cartoonists are trained to do. Dan likes to draw things, fantastical things with a sense of illustrative detail comics does not generally employ. He brings a lushness to the page, using a combination of traditional and digital tools, that cartoonists don’t seek or provide. His exploding sun on page 44 and the world in fire on page 45 bears no resemblance to the exploding world of Krypton that began the long strange journey most of us cartoonists have been taking. Building from soft-edged pencil drawings for his first dramatic figure studies and employing methods that only an illustrator with a secure background in digital effects knows how to achieve, he creates a kind of depth and deeper level of detail at the rate of speed that makes comics possible. He doesn’t use a simple bag of photoshop effects to speed things along, mind you, but paints with photoshop as a serious illustrator does with a brush in service of bringing a unique look to his work. And it looks like something no one else can manage which is, of course, the big secret superpower of art. There’s no art in standing en pointe or leaping around like a ballet dancer. Anyone with an inclination to that kind of thing might learn that much at least. The art is in making the physical demands of that activity look beautiful and effortless.

But does Dan’s work on AZURE, certainly beautiful, look effortless? Or does he, through a deep bag of painterly tricks, slow our eyes down just a bit more than we expect or want a comic to do? Comics are a ‘fast-read medium’, a sequential form that is often as much about accelerating the reader’s eye as it about slowing it down and giving it something to look at. I know many fans of Dan’s work who’ve referred to AZURE “the best example of why Zuda needs a full-screen viewer”. I agree. AZURE is beautiful on the big screen (oh, and all the pages have wide-screen version at 16X9, by the way). But is it a bit like those early painted graphic novels of the ’90’s in this way, the ones that don’t really feel integrated between words and pictures as comics should and more about photo-likeness or painterly affectations? You know the ones I’m talking about, so don’t make me name names.
No, somehow no, it isn’t. Dan does use some small bits of photo-referencing, but largely he’s got this strange sensibility of capturing the kind of space and foreshortening we see in photos to create a familiarity for the reader. This is a hard and precise point to discuss and really, really a formal issue painters talk about often. It’s not easy to nutshell but trust me, this kind of treatment is a hard road to go down as an illustrator because most times what the client is looking for is something that reminds one of painting rather than photography though that same client might have little understanding of how the space in a painting works. Conversely, what every Indy film-maker looks for is that voyeuristic closeness that comes from snapshot photography. Dan manages to balance that closeness with expansive wide-angle, world-demolishing establishing shots that show us a new world and one we feel that we know within the same page. What he might lack in knowing how the camera moves as other cartoonists do, he more than makes up for by being very smart about what the camera shows us as a talented painter or illustrator should.
The world Dan has introduced us to in these first 60 screens is barren and stripped down through flood and cleansing fire. Its a self-discovery story that is, like any good post-apocalyptic tale, a set-up for what can happen next. In this, and in the uniqueness of the way its crafted, AZURE reminds me of the kind of work brought to America by HEAVY METAL magazine in the 1970’s. To my mind there’s a lot of similarities beyond the scantily-clad heroines, mutant wild-life and water-logged ruins of once-proud cities.
In the 1970’s comics were seeing a boom and a cross-over potential that they’d not seen since the early 1950’s. And at the time the big companies weren’t in the hands of a few gangsters with trucking interests but owned by multi-national media corporations much like today. American comics were looking to break the conventional market of the spinner rack and grab a hold of some of that sweet magazine money their corporations believed was the brass-ring of a new ‘adult market’. Sound familiar, Zudites?
France and Spain, two countries they were looking into for expansion of their American properties, had really great comics already and, guess what, the art was already paid for.

As a kid growing up loving comics, those early HEAVY METAL issues taught me just how far things could go beyond the four-color, spandex-wearing superhero fare I’d already seen. They were made differently, read differently and, certainly, weren’t about developing the same audience into a slicker, more expensive repackaging of their regular favorites as something like SAVAGE SWORD OF CONAN or RAMPAGING HULK. It wasn’t the same old John Buscema/Roy Thomas architecture given a fresh set of black and white drapes by Alfredo Alcala and Rudy Nebres. HEAVY METAL, far more successful than most magazine comics of the time, showed me and a generation of people who would grow up to consider comics as a legitimate artform how to re-think the machine. How the stories, artwork and even the damned methodology could be changed for a new audience and new distribution method. It was on the shelves next to TIME and PLAYBOY and, later INTERVIEW and RAW rather than on the spinner rack where it might’ve died a slow death buried behind BATMAN FAMILY and six SPIDER-MAN titles.
So, yeah, a long article, I know, but there you have it.
For my two cents, webcomics is about exploring new media methods unique to presentation and most of us don’t do that. Not as HEAVY METAL did and certainly not with the freedom of invention that makes William Blake a good example of what Scott McCloud was talking about in the realm of new possibilities open before us. Dan, coming from the outside just a bit, gives us something extra to think about but also something really lovely and uniquely centered in webcomics and what it can be rather than just a step on the marketing chain for successful graphic novels.
Slow down and look at it. Think about HEAVY METAL and Barry Windsor Smith’s STORYTELLER and BIG NUMBERS and MISTER PUNCH and MYSTERY PLAY and MOONSHADOW and STARDUST and all those other fantastically, artistically rich attempts to bring illustration into the world of successful print comics.
Then think about webcomics and how William Blake might’ve felt signing that deed to his first print shop and looking over the presses stroking his chin and saying, “hmmmmn…”.
Then look at AZURE again. Not for the tricks, not for how things might look a certain way based upon photo-referencing or illustration or because Dan has a deeper knowledge of photoshop than you do, but how its not what anyone else is giving you. For free.
Then think again about webcomics.
-Rob Berry