Susan Sontag’s Regarding the Pain of Others – in comics?

Perhaps the lack of willingness of some people to comply to lockdown regulations is related to the lack of shocking imagery in the media. Hardly any images of people suffering from Covid-19 are shown in the news, which makes the threat posed by this disease appear abstract and remote. Which brings us to this month’s topic.

Susan Sontag’s last book to be published in her lifetime, Regarding the Pain of Others (2003) is a long essay, or short monograph, of about 120 pages. Its topic is mainly war photography, but also other photographic depictions of human suffering, and their effects on recipients. She even briefly mentions comics once (p. 100 in the Farrar, Straus and Giroux edition): “As everyone has observed, there is a mounting level of acceptable violence and sadism in mass culture: films, television, comics, computer games.”

Yeah, right. More interesting are Sontag’s observations of the difference between photographed and hand-drawn violence, her example being Francisco Goya’s series of etchings, Los desastres de la guerra (p. 47):

That the atrocities perpetrated by the French soldiers in Spain didn’t happen exactly as pictured – say, that the victim didn’t look just so, that it didn’t happen next to a tree – hardly disqualifies The Disasters of War. Goya’s images are a synthesis. They claim: things like this happened. In contrast, a single photograph or filmstrip claims to represent exactly what was before the camera’s lens. A photograph is supposed not to evoke but to show. That is why photographs, unlike handmade images, can count as evidence.

This difference, however, does not diminish the potential of handmade pictures “to awaken, shock, wound the viewer” (p. 44). At another point in the book, Sontag refers to a treatise on painting by Leonardo da Vinci (pp. 75-76):

Leonardo is suggesting that the artist’s gaze be, literally, pitiless. The image should appall, and in that terribilità lies a challenging kind of beauty. That a gory battlescape could be beautiful – in the sublime or awesome or tragic register of the beautiful – is a commonplace about images of war made by artists. The idea does not sit well when applied to images taken by cameras: to find beauty in war photographs seems heartless. But the landscape of devastation is still a landscape. There is beauty in ruins.

Sontag traces this ambiguous perception back to Antiquity (pp. 96-97):

Plato’s Socrates describes how our reason may be overwhelmed by an unworthy desire, which drives the self to become angry with a part of its nature. […] Plato appears to take for granted that we also have an appetite for sights of degradation and pain and mutilation.

It would now be all too obvious to turn to depictions of war and violence in non-fictional comics, e.g. those by Joe Sacco or Keiji Nakazawa, and see if the effects described by Sontag with regard to photography can be found there too. But wouldn’t it be more interesting to examine fictional depictions of war and violence? These are largely absent from Sontag’s text (except for Jeff Wall’s Dead Troops Talk, which, however, is based on a real conflict), and while they probably lack the power to incite viewers to anti-war activism, some of the other effects should hold true regardless.

pp. 4-5 of Appleseed vol. 1 by Masamune Shirow

Consider the beginning of Masamune Shirow’s Appleseed from 1985. Set in a post-World War IV (see Jason Thompson’s review at https://www.animenewsnetwork.com/house-of-1000-manga/2011-07-21) future, the 2nd and 3rd page form a lovely double-page spread of a war-ravaged cityscape. One cannot help but be reminded of Katsuhiro Ōtomo’s spectacular renderings of Neo Tokyo after the cataclysm in the middle of Akira (which was probably published too late to have been an inspiration for Shirow). Both creators have a fondness – and talent – for drawing both buildings and their destruction. Add to this a few carefully placed vehicles (another forte of both Shirow and Ōtomo) and you get “beauty in ruins” indeed.

detail from p. 4 of Appleseed vol. 1 by Masamune Shirow

Note, however, the corpse hanging out of the tank in the foreground. His firearm lying on the ground before him, we can imagine that he was shot just as he was about to climb out of his tank which maybe had got stuck in a chasm, and also one of its chains had come off. This soldier is only a tiny figure, but it shows that the conflict that presumably caused the destruction of the city is a recent – perhaps still ongoing – and deadly one. As the only human figure in this panel, the reader might empathise with him, but there is no blood or wound visible on him, and we don’t get to see his face. This body isn’t exactly an appalling sight; it hardly disturbs the beauty of the ruins.

p. 34 from Appleseed vol. 1 by Masamune Shirow

A few pages later (p. 34 in the German edition by Feest) we get to see quite a different depiction of a dying soldier. The protagonists, Deunan and Briareos, defend themselves against an attack by mercenary-type combatants. Deunan shoots one of them with an automatic rifle. The force of the hail of bullets is so strong that it not only kills her opponent but also chips off pieces from the surrounding walls. In panel 3, his body gets folded up by the impact so that we don’t see how badly he gets wounded, but in panel 4, black blotches rise from his chest, up to the level of his head, so that it looks like he is bleeding from his mouth, which is wide open as if in a silent scream. The last panel shows him lying on his back, his speech bubble containing only a sort of open-centre asterisk that may signify his last breath.

A pretty grisly scene, if you think about it. Sure, he was only a villain. Granted, Deunan acted in self-defense. And yet, someone’s life was just cut short, and we don’t even know why they were fighting. Deunan isn’t completely cold-blooded (let alone malicious), as the look on her face tells us when she looks back at her target (panel 6). But Shirow’s art aestheticises death so successfully that we don’t think about it in such existential terms. One powerful device is ‘slow motion’ in panels 3 and 4 in which the figure and the surrounding debris seem to be frozen in mid-air. Another is the convincingly imagined circle that the shots have carved out of the walls (although strictly speaking it was the villain’s weapon that caused it, as shown on the previous page), a rendering of a physical effect once more reminiscent of Ōtomo, e.g. in Dōmu (1980-81) – a ‘safe’ kind of violence as it appears to affect only things, not living beings.

Naturally, images of a real-world, present-day war would always be more shocking than those of a science-fiction conflict, even though the former can at the sime time have that “challenging kind of beauty” too. Perhaps the ability of images “to awaken, shock, wound the viewer” depends on two variables: on the one hand, the degree of the relationship of their content to reality, and on the other, the inverse degree of aestheticisation of their form. In itself, the choice of pictorial medium, i.e. whether it is a photograph or a drawn comic, probably doesn’t matter as much. As Sontag says herself, “A narrative seems likely to be more effective than an image” (p. 122), without acknowleding that ‘image’ and ‘narrative’ need not be mutually exclusive.

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Marie-Laure Ryan’s narrative – in comics?

Out of Marie-Laure Ryan’s many narratological works, one of the most cited appears to be “Toward a definition of narrative”, a chapter from The Cambridge Companion to Narrative (ed. David Herman, Cambridge 2007; Ryan’s chapter is on pp. 22–35). Prompted by the “inflation” of the term ‘narrative’ in the wake of the “‘narrative turn in the humanities'”, Ryan begins her text as a review of previous definitions of the concept of narrative, finds them all unsatisfactory and then comes up with her own.

Ryan proposes a “fuzzy-set definition” of narrative. Regardless of how appropriate the term ‘fuzzy set’ is here, the key idea is that this allows for “variable degrees of membership” to the set of narrative texts. In the application of such a definition, it becomes more meaningful to ask questions like “‘is Finnegans Wake more narrative than Little Red Riding Hood?'” rather than binary yes/no questions like “‘is Finnegans Wake a narrative?'”. Such a type of definition makes sense here, as it would for many other concepts, even though it is still met with opposition from many Humanities scholars.

Another feature of Ryan’s definition is that the criteria or conditions it is made of are not of equal value. Instead, they are presented in an order from broadest to narrowest, with each condition presupposing the previous ones, or from most to least necessary. (There are no sufficient conditions in this type of definition.) As these eight conditions are widely available online anyway, I’m going to list them here also, though I recommend reading them in their original context.

  1. Narrative must be about a world populated by individuated existents.
  2. This world must be situated in time and undergo significant transformations.
  3. The transformations must be caused by non-habitual physical events.
  4. Some of the participants in the events must be intelligent agents who have a mental life and react emotionally to the states of the world.
  5. Some of the events must be purposeful actions by these agents.
  6. The sequence of events must form a unified causal chain and lead to closure.
  7. The occurrence of at least some of the events must be asserted as fact for the storyworld.
  8. The story must communicate something meaningful to the audience.

Clearly, the further down the list we go, the more debatable the conditions become. However, while one might be able to imagine a narrative without e.g. “intelligent agents”, one cannot deny that these are typical of narratives.

So far, so good, but what does this have to do with comics? Earlier in her text, Ryan calls narrative a “temporally ordered sequence of events” and identifies the lack of “clearly definable ‘narrative units’ comparable to the words or phonemes of language” as one of the main problems in its definition. Couldn’t the sequentially arranged units of comics – the panels – serve as such a narrative unit?

In many cases, this analogy works well. Consider the following panels from Black Magic (ブラックマジック), Masamune Shirow’s first published manga from 1983 (read from right to left):

Each of the panels could be said to depict an action, and we could describe this sequence of events in one sentence each: “Typhon says, ‘here’s to humanity’. Then Yasha says, ‘right’. Then Kongoki says, ‘to my daughter’.” (Of course, that’s just one of many valid possibilities; one could just as well describe it as e.g. “Typhon lifts a bottle, then Yasha turns towards her, then Kongoki raises his glass”.) Not the most interesting narrative, perhaps, but one can easily imagine that these three panels are part of a whole, proper story if preceded and succeeded by many more like them.

However, this only works well because we are dealing with, in the terminology of Scott McCloud, subject-to-subject transitions between these panels. Another type of McCloudian panel transition which can easily be ‘translated’ to a narrative sequence of events is action-to-action (in which the agent stays the same). But what about other transition types? The subsequent panels are quite different in this regard:

The transition from the first to the second panel on this page is an action-to-action transition, but the next one is a little tricky. The perspective shifts from the interior of the bar to an exterior view of the city, and it is day instead of night (assuming that the characters at the bar are meeting for drinks in the evening – then again, the story takes place on Venus, so who knows). The first caption might be understood as an explanation of this shift: “Before anyone awoke the next morning, Duna Typhon left Venus behind.” So this panel shows the city on the next day, and there’s a building labeled “station” from which Typhon might have departed, or maybe she’s leaving the planet right now on one of the aircraft depicted. This would make the transition a scene-to-scene transition, but we could still incorporate it into a narrative structure: “The friends propose toasts. Then they raise their glasses. Then Typhon leaves Venus.”

However, there are two more caption boxes placed in this panel, and they complicate matters quite a bit: the second caption (“Government by humans began…”) extends the time frame to months and the scale from individual characters to the whole Venusian society. The third caption even stretches out chronologically to an entire “period” of possibly many years. This doesn’t change the transition between this panel and the preceding one – still scene-to-scene – but in Ryan’s definition of narrative, the first condition is now threatened as the story shifts its focus from “individuated existents” to more abstract entities (“government”, “Venus”) and from “intelligent agents” (the 4th condition) to seemingly ‘agentless’ actions (“war broke out”).

This doesn’t mean that Black Magic isn’t a narrative. But we can say that in this little six-panel sequence, its “degree of narrativity” decreases slightly towards the end. Such fluctuations in narrativity are nothing unusual and not specific to comics; they occur e.g. in novels too. With her definition of narrative, Ryan gives us a powerful tool to describe such developments and to compare different works in this regard. Even more complex is Ryan’s suggestion of her definition as a “basis for a semantic typology of narrative texts. While degree of narrativity depends on how many of the conditions are fulfilled, typology depends on the relative prominence” of the conditions fulfilled, i.e. not only how many but also which. Thus each work could be thought of as a specific configuration of fulfilled narrative conditions.

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