G.I. JOE: Silent Interlude 30th Anniversary Edition Preview
Transcription
G.I. JOE: Silent Interlude 30th Anniversary Edition Preview
G.I. JOE: SILENT INTERLUDE 30th ANNIVERSARY EDITION presents the story that defined a generation—G.I. JOE: A REAL AMERICAN HERO #21, the famous SILENT INTERLUDE story by Larry Hama and Steve Leialoha. This wordless issue introduced the world to SNAKE EYE’s mysterious nemesis STORM SHADOW and his ARASHIKAGE NINJA—and essays by Mark Bellomo offer a look into the inspiration and creation of this comic book classic. Plus—an unprecedented glimpse of Larry Hama’s original layouts and a bonus silent issue by Larry Hama and Joe Benitez! Includes G.I. JOE: A REAL AMERICAN HERO #21 and G.I. JOE: ORIGINS #19. www.idwpublishing.com • $19.9 9 G.I. Joe: A ReAl AmeRIcAn HeRo #21: “SIlent InteRlude” StoRy And BReAkdownS By lARRy HAmA FInISHeS By Steve leIAloHA coloRS By GeoRGe RouSSoS G.I. Joe: A ReAl AmeRIcAn HeRo #21: “SIlent InteRlude” oRIGInAl BReAkdownS BReAkdownS By lARRy HAmA G.I. Joe oRIGInS #19: SnAke eyeS StoRy And lAyoutS By lARRy HAmA PencIlS By Joe BenItez InkS By vIctoR llAmAS coloRS By J. BRown IntRoductIon By mARk Bellomo ISSue noteS By mARk Bellomo And lARRy HAmA collectIon coveR By ed HAnnIGAn, klAuS JAnSon, And Romulo FAJARdo JR. oRIGInAl edItS By denny o’neIl, Andy ScHmIdt, And cARloS GuzmAn collectIon edItS By cARloS GuzmAn collectIon deSIGn By cHRIS mowRy Special thanks to Hasbro’s Ed Lane, Joe Furfaro, Heather Hopkins, and Michael Kelly for their invaluable assistance ISBN: 978-1-63140-035-3 www.IDWPUBLISHING.com IDW founded by Ted Adams, Alex Garner, Kris Oprisko, and Robbie Robbins 17 16 15 14 Ted Adams, CEO & Publisher Greg Goldstein, President & COO Robbie Robbins, EVP/Sr. Graphic Artist Chris Ryall, Chief Creative Officer/Editor-in-Chief Matthew Ruzicka, CPA, Chief Financial Officer Alan Payne, VP of Sales Dirk Wood, VP of Marketing Lorelei Bunjes, VP of Digital Services Jeff Webber, VP of Digital Publishing & Business Development 1 2 3 4 Facebook: facebook.com/idwpublishing Twitter: @idwpublishing YouTube: youtube.com/idwpublishing Instagram: instagram.com/idwpublishing deviantART: idwpublishing.deviantart.com Pinterest: pinterest.com/idwpublishing/idw-staff-faves G.I. JOE: SILENT INTERLUDE 30TH ANNIVERSARY EDITION. JUNE 2014. FIRST PRINTING. HASBRO and its logo, G.I. JOE, and all related characters are trademarks of Hasbro and are used with permission. © 2014 Hasbro. All Rights Reserved. The IDW logo is registered in the U.S. Patent and Trademark Office. IDW Publishing, a division of Idea and Design Works, LLC. Editorial offices: 5080 Santa Fe St., San Diego, CA 92109. Any similarities to persons living or dead are purely coincidental. With the exception of artwork used for review purposes, none of the contents of this publication may be reprinted without the permission of Idea and Design Works, LLC. Printed in Korea. IDW Publishing does not read or accept unsolicited submissions of ideas, stories, or artwork. Originally published by Marvel Comics as G.I. JOE: A REAL AMERICAN HERO #21 and by IDW as G.I. JOE: ORIGINS #19. IntRoductIon Before discussing the contents of G.I. Joe: A Real American Hero #21 (hereafter, the title will be referred to as RAH), we must frame that epic story upon what was taking place in the G.I. Joe canon at the time—with a quick nod to Marvel Comics’ policy in the early 1980’s. You see, following the events of issue #19 (“Joe Triumphs!”), which resolved a number of sub-plots (e.g., the death of a number of major characters; the conclusion of a Cobra plot to ferret out the location to G.I. Joe Headquarters), and before the threads of the major plot of RAH were again picked up with issue #22 (“Like Chimney Sweepers Come to Dust…”), there was an interruption to the omnipresent, overarching narrative of the war between the G.I. Joe team and Cobra Command. Issue #20 (“Home is Where the War Is!”) and #21 were stand-alone issues: the first focused on the Joes’ transportation specialist, Clutch, and was written by substitute scribe Steven Grant and illustrated by penciller Geof Isherwood—two contributors unfamiliar with the characters and the fundamental narrative; the second featured the introduction of Snake Eyes’ sword brother, the Cobra Ninja known as Storm Shadow—a character that we now know so well. Both issues took the reader away from the title’s greater plot. This two-issue diversion begs the question: If G.I. Joe was so popular—one of Marvel’s best-selling books of the 1980’s*—then why have two consecutive issues that essentially disrupted the major plot of the book for a few months during the franchise’s heyday? In retrospect, producing “Silent Interlude” was forgivable (even warranted), but #20 feels blatantly out of place. An odd issue to print, since G.I. Joe was by all accounts a powerhouse with no hints of slowing down way back in 1984. The answer? Unfortunately, oftentimes the creative teams on comic book titles would fall behind—an entirely unacceptable situation for publishers who had only twelve chances per year to collect revenue from the consumer. So Marvel had instituted what is commonly referred to as an “inventory system,” where creators would get paid to deliver filler issues to their editors; self-contained one-shot (or two-issue) tales that were outside of established continuity that could be utilized when a book’s creative team fell behind—which was inevitable. As explained by Hama: “Marvel needed to publish 12 monthly issues per title per year. If the writers or artists missed a deadline, the publisher would be screwed. [In the past] They usually would fish out an old issue and publish a re-print—a re-run of a former issue. Jim Shooter instituted an ‘inventory story’ system. They would hire comic teams to produce selfcontained stories (1 or 2 issues) that could be plunked in with little or no work to make up the distance. Inventory stories have fallen out of favor in comic book circles since, but the practice is still sound.” However, these inventory issues were incentive for some writers or writer/artists to bank an extra issue or two (or three, or even four) a year—and get paid for something that would never see print. Some writers deliberately sabotaged these inventory issues by incorporating elements of plot or character that would become immediately outdated upon production, affording them the opportunity to create a bonus issue for which they would receive compensation, yet ensuring the tale would never see the light of day.** Cover Artwork for G.I. JOE: A REAL AMERICAN HERO #20. RAH issue #20 was one of these fillers/inventory issues which allowed G.I. Joe’s creative team to play catch up. Yet, as previously mentioned, if editor Denny O’Neil utilized issue #20 just one or two years after it was created, the tale’s protagonist, Clutch, would have been featured in a different outfit (in his tan-and-brown uniform),and found driving the desert-themed VAMP Mark II instead of his standard ride, the VAMP Jeep, while the cast of supporting G.I. Joe team members featured in that issue (Doc, Grunt, etc.) would be rendered obsolete—cycled out of Hasbro’s retail toy releases. If O’Neil had waited until 1985-86 to plug the story into RAH continuity, instead of Doc being used as the G.I. Joe Medic, the editor had to ensure that the Joes’ new Rescue Trooper, Lifeline, was incorporated into the book. In place of Hawk barking orders, the Joes’ new honcho in the field became Duke. In lieu of Flash, we’d be treated to Sci-Fi, the Joes’ replacement Laser Trooper. Regardless, “Home is Where the War Is!” afforded Larry Hama the opportunity to get his creative juices flowing once again as both a writer and an artist. It is worth mentioning that during his lengthy tenure at Marvel Comics, when members of the Marvel Bullpen were starved for ideas re: comic book covers, many times they approached Larry Hama, who would quickly render cover sketches for their books during his lunch hour—sometimes concocting three or four covers over the course of eating a sandwich. Hama plotted breakdowns and covers for his own RAH title as well, which kept his skills as a penciller honed razor sharp. Marvel Zombies the world over recognize that Hama possessed artistic talent as well: his earliest work appeared in highprofile magazines such as Esquire and Rolling Stone even before he broke into the underground comic movement. Yet ultimately, Hama landed work as the featured penciller for a series of Iron Fist tales in Marvel Premiere. This led to editing gigs at both major publishers until he positioned himself at Marvel as an editor and writer. Although Larry Hama possesses obvious skill as a writer, his deftness as an editor and talent as a draftsman are rarely (if ever) discussed: many pundits consider his pencils on issue #’s 21 & 26 to be some of the best illustrated comics in the G.I. Joe canon—citing Hama’s mastery of composition and sequential storytelling as par excellence: he is almost savant-like in his understanding of the medium, having been asked to speak upon this topic as a keynote at international universities and within the board rooms of the world’s premiere video game manufacturers, educating raconteurs in the art of storytelling. Hama’s superior skill as a storyteller is clearly recognized by those who matter: those who were exposed to his books during their formative years. As evidence of his understanding of the medium, we need look no further than Hama’s compilation of a Xeroxed primer he constructed based upon his time as an assistant to the late, great Wally Wood. Assembling nearly two dozen of Wood’s most iconic comic panels and distributing them to artists in the Marvel Bullpen, Hama’s circulation of “Wally Wood’s 22 Panels That Always Work!” stands as one of the most important and oft-mentioned references utilized by every aspiring graphic storyteller in the genre. Thanks to the Internet, these “22 Panels” are ubiquitous, found in offices and cubbies, lounges and libraries: wherever comic books are read or written. Simply put, as an editor, as a penciller, and as a writer, Hama has always recognized how to lay out and break down a comic book adventure. However, one thing that Hama had always wanted to try out was an adventure told entirely without words. Hama had toyed with the idea of writing a completely silent issue for a while, as he wanted to “see if I could render a narrative that was a total, complete story— with a solid beginning, distinct middle, and end… with conflict and characterization, quick action, and a strong resolution—without using balloons or captions or sound effects. I felt that Marvel was going crazy with captions and word balloons at the time and I wanted to go the other way with it.” Hama never seemed concerned about rendering character, because in his comics—and from his perspective— characters took care of themselves. According to Hama, he never wrote one tale within his 155-issue run with a plot set ahead of time. He simply knew the characters, felt the characters, and explored them (or allowed them to explore themselves) within a specific context: Hama never knew by what means a plot would end. Exactly how they reacted to a certain situation is how he rendered their character. This philosophy adds to the organic nature of character; predetermination doesn’t work. Using Hama’s method, a writer shouldn’t be thinking, “Hmm… What happens next?” A writer should consider getting these characters on their feet; urging them to action and getting them moving. If you’re predetermining things, you’re forcing the issue. Writers need to attain meaning by allowing characters to have a natural reaction to each other. To Hama, writing any other way is a screed—a ranting piece of fiction wherein characters are staunchly reinforcing the author’s point of view rather than reacting uniquely and realistically to each other or to a particular setting or event. But I digress. Although Hama had germinated this fabulous approach to writing a comic book story—one he’d been wanting to try out for some time, he seemed to be missing a lone element to this silent narrative: a place where this adventure could unfold. Hama’s inspirational setting came from the oddest of situations. On a trip to Los Angeles during the spring of 1984, Hama visited the television production and animation company responsible for adapting the G.I. Joe license into a cartoon: Sunbow Entertainment. Wandering through their offices on a private tour, the curious writer peeked over the shoulder of a remarkably tall, unobtrusive storyboard artist by the name of George Foster Goode. Goode is remembered by his peers within the forums of the online Animation Nation: The Voice of the Animation Industry as “shyly elusive” and “one of the most naturally talented artists” in the medium. Responsible for creating storyboard work at Marvel Productions and other animations studios in the 1980’s, he worked on many different projects from Muppet Babies to Dungeons & Dragons, from The Transformers to Spiral Zone. And of course, on G.I. Joe: A Real American Hero. On this particular day, Goode was rendering a new background for the G.I. Joe animated program, specifically the Cobra Temple—the building that had premiered in the first part of original mini-series (“The Cobra Strikes”) back in the autumn of 1983, and was Cobra Command’s most commonly utilized headquarters. Goode was busy enjoying himself, drafting different versions of the fortification, and the one witnessed by Hama was elaborate and imaginative, inspirational. The design of the Cobra Temple that Hama had observed Goode drafting looked far different from Sunbow’s final design for the structure.*** Based upon his best recollection, Hama remembered seeing either a black-and-white draft of Goode’s elaborate citadel, or perhaps a colored pencil drawing of the castle. One that was undoubtedly different from the castle featured in the animated program. However, since Hama wished to exhibit his own take on the concept, he added the radar dishes and anti-tank gun emplacement and put it in a “Neuschwanstein setting.” Upon reflection, Hama admitted that the castle as he envisioned it was a “weird blend of George’s drawing and Mad King Ludwig’s fantasy castle… [with an] Egyptian influence there as well.” So then, what are we to make of the writer’s allusions? Hama’s reference to Destro’s fortification being designed with an Egyptian influence suggests such impressive existing structures as the Babylon Fortress or the Citadels of Qaitbay and Salah Ed-Din. However, Hama’s mention of the stronghold possessing a Neuschwanstein flair calls to mind the famous Neuschwanstein Castle, a glorious and extravagant 19th Century Romanesque Revival palace built on a craggy hill in a small town in southwest Bavaria, Germany. Constructed as a private refuge for the reclusive (yet extravagant) Mad King Ludwig II (nicknamed the “Fairy Tale King”), the 63,884 square foot citadel was assembled with Ludwig’s private fortune—fueled by his devotion to extravagant art and architecture. The Neuschwanstein Castle was so perfectly representative of the palaces of fables and legends that it became the inspiration for Sleeping Beauty’s Castle in Disneyland. Hama had finally found his setting for his wordless comic book: a citadel that would come to be known as the Silent Castle.**** The Neuschwanstein Castle. Photo by Jeff Wilcox (5/14/2005) And after locating the fictional place where he could render this adventure which had been percolating in his subconscious for a while, upon his return to New York City, Hama began to work on this narrative in earnest. Sitting at his future wife’s dining room table on 12th Street in Manhattan’s West Village—in an apartment within the heart of the bohemian lifestyle which manifested on New York City’s West Side and was home to talented artists, writers, and musicians plying their craft 24-7—Hama began to draw. At this cultural epicenter, in early 1984, Larry Hama—writer, actor, penciller, musician, editor, martial artist, veteran—exploded in a sustained creative burst. He began drawing the 22 pages to RAH issue #21 on a Friday morning and finished on Monday morning: in just over three days, Hama crafted the entire narrative. Initially, it wasn’t well received. “We got lots of flak from it,” states Hama. “Kids wrote in and said ‘I got a faulty copy, all the words are gone,’ or ‘I felt cheated. I went through this whole thing in five minutes, and I didn’t get my money’s worth because there were no words.’ We got letters like that.” But then it fomented and percolated in the minds of the children who originally read it, and over the next few years they returned to the issue multiple times. They finally comprehended the issue’s nuanced storytelling and layered narrative. With taut characterization and the seeds of the Snake Eyes vs. Storm Shadow conflict, only upon reflection did aficionados realize the power of the issue and the majesty it contained. The end result speaks for itself: with the able assistance of Steve Leialoha’s masterful, Eisner Award-winning inks over Hama’s ingenious pencils (note that G.I. Joe character Torpedo’s last name is “Leialoha” as an homage…), the issue was dubbed “Silent Interlude” due to the fact it was 1) an interlude—a narrative that intervened between the closing act of RAH #19 and opening act of #22, and 2) it was utterly devoid of narration and/or speech balloons (Hama never used thought balloons), and made it to press in the nick of time; for an entire generation of comic book fans, RAH #21 is revered as one of the single greatest accomplishments in the history of the medium. Comic book artist and theorist Scott McCloud (author of Understanding Comics) refers to “Silent Interlude” as a “watershed moment for cartoonists of [a] generation. Everyone [in the business] remembers it.” Interview any professional working in comics today and ask them to choose their favorite story arc of all time, and they’ll cite the canon: Batman: The Dark Knight Returns (1986) or Watchmen (1986-87), Maus: A Survivor’s Tale (1991) or Bone (1991-2004), Kingdom Come (1996) or The Sandman (1989-1996), Fables (2002-present) or Preacher (1995-2000), and the list goes on, endlessly populated with nary a mention of Hama or his work. Perhaps the writer has never gotten his due because Hama toiled and dedicated his obvious talents on a “toy property”—a factor which functions as anathema to both critics and pundits back in the day. Yet even now, Hama’s only been invited to San Diego once in his life. But isn’t it all the more impressive that he gave us this peerless achievement in graphic storytelling from such an unexpected source? But if you tweak the above question a bit and ask these professionals “What is the single best individual issue of any comic book series you’ve ever read?” you’d be surprised at one of the most common answers. It’s the issue you’re currently holding in your hands. * According to Marvel’s then Editor In Chief, Jim Shooter, on his thoughtful blog (www.jimshooter.com), “G.I. Joe quickly became a top tier title and [Marvel’s] number one subscription title.” In the summer of 1985, internal correspondence memos from Cadence Industries (who owned Marvel from 1968-1986) cite that in subscriptions alone, RAH clearly outsold Marvel’s next-best title (Amazing Spider-Man): 43,173 people subscribed to RAH; 28,017 subscribed to ASM. Shooter—like almost everyone else involved with the brand from the top down—had this to say about the bestselling monthly book: “Bottom line, the comics were a big success, thanks almost entirely to Larry. The toys were a big success, thanks in large measure to Larry.” ** These inventory issues have staggering implications to pop culture. Most comic book collectors couldn’t imagine visiting Marvel’s vault and uncovering a tremendous stack of these undiscovered issues (utilizing creative teams from the seventies or eighties) that had been gathering dust, with the purpose of allowing rabid comic fans the privilege of viewing these curious issues for the very first time. *** To view a lesser-detailed, more straightforward version of Goode’s interpretation of the Cobra Temple, simply go to 3:56 in “The Cobra Strikes” and view his early work on this fanciful building. **** Hama had a diagram for the Silent Castle in mind when penciling #21, to the extent that he could picture the threedimensional aspects of the building three decades after its creation: “There’s the Great Hall with the three vertical slit windows… the master suites above the great hall—one of which is Destro’s. The stairs from the dungeon lead up to the anterooms behind the Great Hall, where the vertical slit windows are more like doors that lead out onto the parapet enclosure where Snake Eyes is rescued by Scarlett.”