Heinrich Wölfflin’s plane and recession – in comics?

Welcome to the second installment of what might become a series of blogposts on classical theories in art history and their relation to comics. Twenty years after Franz Wickhoff’s Wiener Genesis, Heinrich Wölfflin published his seminal book Principles of Art History (Kunstgeschichtliche Grundbegriffe, München 1915), in which he introduced five pairs of terms with which the formal differences between Renaissance and Baroque style can be described.

knights_of_sidonia_vol6_p7

Let’s focus on one of these pairs, plane and recession (“Fläche und Tiefe”), which achieved additional notoriety through the excerpt reprinted in the textbook Methoden-Reader Kunstgeschichte. According to Wölfflin, Renaissance painting is characterised by planar composition in layers parallel to the picture surface, whereas in Baroque painting, the depth of the pictorial space is emphasised. In order to find other whether these different modes of composition can be found in comics, I’ll now turn to two more or less randomly selected examples from titles I had been reading lately.

Page 7 of chapter 26 (in volume 6) of Tsutomu Nihei’s シドニアの騎士 / Shidonia no Kishi (Knights of Sidonia) consists of four panels, each of them an example of planar composition. In the first panel (in “Japanese” reading direction from right to left), the space ship crew members are arranged in a row nearly parallel to the picture surface, which only slightly recedes to the right. Panels 2 and 3 show computer screens, the first one being tilted sideways but still, again, parallel to the picture surface (the English lettering is somewhat misleading). Finally, in the last panel of the page, the figure is almost exactly frontally orientated towards the picture surface, while the background is largely undefined.

dot_hack_vol2_p2

In contrast, .hack//黄昏の腕輪伝説 / Tasogare no udewa densetsu (.hack//Legend of the Twilight) by Rei Izumi and Tatsuya Hamazaki employs quite a different style, for instance in the first three panels on page 2 of chapter 7 (in volume 2). In the first panel, the ground is tilted towards us, so that we look down on the wolf at an angle, which allows us to perceive the wolf and the space in which it is placed as three-dimensional. In the second panel, the four characters are arranged in three tiers, receding from left to right so that we are pulled into the depth of the pictorial space. Likewise, in the third panel, we look onto and over the wolf’s head and follow its gaze towards the character Mireiyu, thus experiencing once more a pull diagonally into the picture.

What do the differences between those two examples tell us? I wouldn’t go as far as saying that Nihei’s personal style is planar, while Izumi generally favours recession. In fact, even within these two volumes, both compositional modes can be found. What we can see, though, is that plane and recession fulfil different tasks: planar compositions are useful to convey information to the reader, whereas recession puts the reader into the midst of interactions between characters. I still think Wölfflin’s principles are useful for stylistic analyses of comics, but the samples would have to be much larger.


6 Comments on “Heinrich Wölfflin’s plane and recession – in comics?”

  1. […] Wölfflin once said, “not everything is possible in every period.” Ernst Gombrich takes this […]

  2. […] though I must say his current mecha space horror series Knights of Sidonia (already mentioned in a previous blog post) is his least interesting of those I’ve read so far – and at the same time probably his […]

  3. […] of Sidonia, which I’ve mentioned before here, is a weird mix of genres: mecha sci-fi action, harem slapstick comedy… and also space horror […]

  4. […] popular post, on Erwin Panofsky, is on the rise. The post with the 3rd most hits is the one on Heinrich Wölfflin, which makes me like to think that people might be interested in this whole ‘theory in […]

  5. […] .hack//Legend of the Twilight by Rei Izumi and Tatsuya Hamazaki: a story about the dangers of being drawn into the virtual world of an immersive video game, which one might characterise as technoterror, although it’s not overly critical of technology. […]


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