Eric Hoffman and Dominick Grace are the editors of Dave Sim: Conversations, the latest edition to UPM's Conversations with Comic Artists Series.
Dave Sim first entered the comics world with an innovative move: he began to self-publish Cerebus, one of the earliest and most significant independent comics, which ran for 300 issues and ended, as Sim had planned from early on, in 2004. Over the run of the comic, Sim used it as a springboard to explore not only the potential of the comics medium but also many of the core assumptions of Western society, analyzing politics, the dynamics of love, religion, and, most controversially, the influence of feminism—which Sim believes has had a negative impact on society.
Moreover, Sim inserted himself squarely into the comic as Cerebus’ creator, thereby inviting criticism not only of the work, but also of himself. Generally, however, he allowed the comic to speak for itself; as a result, he gave relatively few interviews. However, what interviews Sim gave often pushed against the limits of what an interview might be in much the same way that Cerebus pushed against the limits of what a comic might be.
Dave Sim: Conversations delves into Sim’s career via interviews that range from 1982 – 2006. Some of the interviews collected here are extremely difficult to find, not having been reprinted since their original appearances (in some now-defunct publications. The book also includes a chapter dedicated to Yahoo Q&A sessions that features selections from Sim’s exchanges with members of the Yahoo Cerebus discussion group.
Sim as an interview subject is generous, expansive, provocative, and sometimes even antagonistic (especially in later interviews, after being beset for years with harsh criticism), but always insightful and eminently readable. His discursive style is not conducive to the sound bite or to easy summary.
Below is a conversation with the book's editors, Eric Hoffman and Dominick Grace. Like a conversation with Sim himself their answers and insightful and expansive. We cover the originality of Cerebus, Sim's influence on the comic industry, and their process for selecting the pieces that were included in the book.
What drew you to Dave Sim's work?
Eric: When I first read Cerebus, I became thoroughly addicted, as the work came out in mostly monthly doses with little to no break in continuity (moreover, the 100 or so issues that came out before I started reading it were available in collected format and in bi-weekly reprints). I continued to read Cerebus for several years until my interest in comics waned. When I came back to the comic some ten years later, I was immediately struck by how Sim and Gerhard's work had progressed, in particular Sim's skill as writer, letterer and caricaturist and Gerhard's layouts and detailed line work. Going back and reading the material I had missed - some one hundred issues - was absolutely enthralling and engrossing. I can't say that any other comic, which if it does last for any length of time regularly changes creative teams and dispenses with continuity whenever possible, provides a reader with a similar experience.
Where should readers new to Dave Sim's work begin their explorations?
Why is a collection of Sim's interviews necessary?
Dave Sim first entered the comics world with an innovative move: he began to self-publish Cerebus, one of the earliest and most significant independent comics, which ran for 300 issues and ended, as Sim had planned from early on, in 2004. Over the run of the comic, Sim used it as a springboard to explore not only the potential of the comics medium but also many of the core assumptions of Western society, analyzing politics, the dynamics of love, religion, and, most controversially, the influence of feminism—which Sim believes has had a negative impact on society.
Moreover, Sim inserted himself squarely into the comic as Cerebus’ creator, thereby inviting criticism not only of the work, but also of himself. Generally, however, he allowed the comic to speak for itself; as a result, he gave relatively few interviews. However, what interviews Sim gave often pushed against the limits of what an interview might be in much the same way that Cerebus pushed against the limits of what a comic might be.
Dave Sim: Conversations delves into Sim’s career via interviews that range from 1982 – 2006. Some of the interviews collected here are extremely difficult to find, not having been reprinted since their original appearances (in some now-defunct publications. The book also includes a chapter dedicated to Yahoo Q&A sessions that features selections from Sim’s exchanges with members of the Yahoo Cerebus discussion group.
Sim as an interview subject is generous, expansive, provocative, and sometimes even antagonistic (especially in later interviews, after being beset for years with harsh criticism), but always insightful and eminently readable. His discursive style is not conducive to the sound bite or to easy summary.
Below is a conversation with the book's editors, Eric Hoffman and Dominick Grace. Like a conversation with Sim himself their answers and insightful and expansive. We cover the originality of Cerebus, Sim's influence on the comic industry, and their process for selecting the pieces that were included in the book.
What drew you to Dave Sim's work?
Dominick Grace: Several
things drew me to it. One is that, as a Canadian, I tend to want to check out
work by Canadian talents, so Cerebus automatically was something I needed to try
out, once I heard of it. I first heard of it in The Buyer's Guide for Comics
Fandom (later renamed The Comics Buyers' Guide), which gave glowing reviews
to early issues and, more importantly, ran the one-page Prince
Valiant parody strips Sim did early on as a promotional tool. As a
Hal Foster fan (Foster was another Canadian, incidentally), I was predisposed
to like this strip, and Sim did a great job of affectionately skewering that
classic strip. It was a short step from there to Swords of Cerebus
volume one--another attractor was that Sim made the early issues available in
such an inexpensive and accessible format--and the current issues of the comic;
I got the first Swords
volume and issues 13-17 (the then-current issue) all around the same time and
was quickly won over mainly by Sim's humour and deadly parodic skills.
Eric Hoffman: When I
began reading Cerebus
I was still quite young, 13 or so, and was mainly interested in
superhero comics, notably Alan Moore, John Totleben and Stephen R. Bissette's Swamp Thing.
An employee of the comic shop I frequented showed me an issue of Cerebus that
included a Swamp
Thing parody and I was immediately struck not only by the clever
dialogue but also the overall weirdness of the work (in that issue, the
character Cerebus, an anthropomorphic aardvark, is perched atop a floating
mountain made almost entirely of carved faces spinning through space on some
unknown trajectory while engaging in a conversation with a three-headed
monstrosity composed of equal parts wizard, Swamp Thing and Marvel's Swamp
Thing-esque Man-Thing). Also of note was the cover design, a simple
photographic image of a moon, and the interior artwork, particularly the
detailed line work of Sim's collaborator, Gerhard. It was quite unlike anything
else I had seen - and this sometime after the height of the black and white
comics explosion of the mid-1980s.
What makes Cerebus stand apart from other comic book works?
What makes Cerebus stand apart from other comic book works?
Dominick: Several
things make Cerebus
stand apart. One of the most significant is its scope. Sim was way ahead of the
curve on using comics to develop long, complex narratives that stood up well to
(indeed, really demanded) rereading when major arcs were completed. Another,
and perhaps the most significant one, is its graphic innovations. There are few
cartoonists with so complete a command of the panel, the page, the sequence,
the long narrative in comics form--even of often invisible elements of
cartooning such as lettering. When Sim hit his stride, almost every issue of Cerebus
was not only hugely entertaining but also a master class in how to do
innovative, medium-expanding comics
Eric: When I first read Cerebus, I became thoroughly addicted, as the work came out in mostly monthly doses with little to no break in continuity (moreover, the 100 or so issues that came out before I started reading it were available in collected format and in bi-weekly reprints). I continued to read Cerebus for several years until my interest in comics waned. When I came back to the comic some ten years later, I was immediately struck by how Sim and Gerhard's work had progressed, in particular Sim's skill as writer, letterer and caricaturist and Gerhard's layouts and detailed line work. Going back and reading the material I had missed - some one hundred issues - was absolutely enthralling and engrossing. I can't say that any other comic, which if it does last for any length of time regularly changes creative teams and dispenses with continuity whenever possible, provides a reader with a similar experience.
Where should readers new to Dave Sim's work begin their explorations?
Eric: Personally, I think it's always best to begin at the beginning,
with the first Cerebus
volume. It generally gets short shrift among fans, and it has been
customary for readers new to Cerebus to pick up the second volume, High Society.
I've never understood this. For one, the first volume does contain what is now
called "The Palnu Trilogy" which must be read first in order for High Society to
make perfect sense. Also, the work does marvelously display Sim's stunningly
vast improvement in skill as artist and writer (it covers just over three
years' worth of work) and there are a number of plot points and characters
introduced in this work that are crucial later in the series. Finally, the
comic is a painfully amusing send-up of popular 1970s comic books, most notably
Conan the
Barbarian and Howard the Duck. Like much of Cerebus,
it helps if you are familiar with what he is lampooning, but, like Carroll's Alice in
Wonderland, is not necessary to enjoy the work.
Dominick: Actually,
I would
recommend starting with High Society. It does suffer a bit from plot points carried
over from the first volume, but not so much that it should really impede
reading, and its general level of accomplishment is much higher. Besides,
now is a good time to be getting it, what with IDW contracting with Sim
to release a digital version including lots of extras.
How did you go about selecting images to accompany the interview selections?
How did you go about selecting images to accompany the interview selections?
Eric: Primarily,
we followed suit by choosing images we felt best illustrated a certain topic or
theme being addressed in the interview. In some cases, we chose images simply
because we had a particular preference for them; for example, Dominick was
quite adamant that we include images of Mick and Keef, Sim's caricatures of
Mick Jagger and Keith Richards.
Dominick: I'd just
add that, without trying to be programmatic about it, we tried to ensure that
we produced images from across the run of the series, so that readers get
to see samples of Sim and Gerhard's work from early on, from the middle of the
run, and from late in the run. We ended up including images from most if not
all of the individual collections.
Were there any interviews you wanted to include but could not?
Dominick: One that
leaps to mind is an early interview conducted for The Comics
Journal, by Kim Thompson. It's a great, wide-ranging one,
but also massive (as many Sim interviews are) and would have taken up a huge
chunk of the available space. As it is, since interviews with Dave Sim do tend
to be expansive, this book has fewer selections than some others in the Conversations series,
so to include the Thompson one, we'd probably have had to cut two or three
others.
Eric:
I for one would have liked to include some later interviews dealing with
Sim's post-Cerebus work
(notably Judenhass
and glamourpuss)
but as Dom says space was a concern and also the interviews included
seem to have Cerebus as a natural focus, it being Sim's only
major work and the bulk of his professional output to date. Why is a collection of Sim's interviews necessary?
Dominick: A
collection of interviews is necessary, I think, because, like old floppies,
these original records also often tended to disappear quickly into back issue
bins, or oblivion. Comics and comics-related materials are often ephemeral.
Many of the interviews we've included are inaccessible, or very hard to find,
even for studious collectors--and even in these days of eBay. And it's
important, even essential, to look at these records because they present Sim in
his own words. Given the controversies that dogged the latter years of his
career, I think it's important to get back to his own explanations of his work
and his ideas, rather than relying solely on what others have to say about
him--which is often, to be frank, unfair to the work and to the man.
In what way has Sim's work changed the industry or the art
form?
Dominick: Sim made
the graphic novel, as opposed to the floppy, the format of choice for comics,
I'd argue. Pre-Cerebus,
comics reprints were rare, and even rarer in book form--especially of new
material, which in most instances was consigned to back issue bins
within months (even weeks) of first appearing and had to be sought out and paid
for through the nose, if you weren't lucky enough to be in on something when it
started. I doubt we'd have the plethora of long serials designed to have
clear endings, or the increasing number of original works produced at novel length,
today without Sim's example.
Eric: I'd add
that without Sim's example such creators such as Frank Miller and Alan
Moore would likely have continued working for the major publishers for a
longer period of time and such works as From Hell and Sin City might have appeared in considerably different
form. Creator's rights would have been a more marginalized concern in the
comics industry during the 1980s without Sim's presence as a viable
self-publisher/alternative. I'd say in part because of the example of Cerebus (there
was also DC's well-publicized lawsuits over creative ownership of Superman,
Jack Kirby's struggle to recover his original artwork from Marvel and Steve
Gerber's lawsuit with Marvel over ownership of his
character Howard the Duck), both DC and Marvel began to take creator's rights
more seriously and to reconsider their very unfair and
outdated contractual terms concerning restitution for creators -
allowing creators to retain their rights, paying percentages as opposed to per-page
pay rates, and so on.
What position do you believe Dave Sim occupies in the comic
industry today? Ultimately, what sort of legacy do you believe Sim has
contributed to the comics field?
Dominick: I think
that the controversial nature of what Sim has had to say about feminism and to
a lesser extent about religion has unfortunately marginalized him, at
least to some extent. That said, many comics luminaries, both long-standing and
more recently emerging, have acknowledged Sim's mastery of the medium (even when
they object to Sim's ideology). He is recognized as a master of the comics
form, though his influence is probably not as obvious as is that of some other
comics masters. Certainly, one does not tend to see many Sim clones or
imitators, as one has seen over the years with other figures, such as Neal
Adams, Kirby, Eisner, and so on. Sim's more sui generis--a unique figure like
Ditko, or Gene Colan--instantly recognizable, hard to imitate, but definitely
foundational
Eric: Cerebus is
a long-form work ne plus ultra - there is literally nothing else like
it in the discrete, monthly comic format (the closest form that comes to
it is manga
- a form with which Sim said he has little familiarity - and yet manga is
designed to be read quickly and involves a more cinematic structure than
its Western counterparts, most notably Cerebus which, with its many text
interpolations, is a decidedly literary comic book). Anything
exceeding Cerebus' length
is necessarily compromised by a variety of factors and always to the detriment
of its tone, narrative structure and stability and even comprehension. So
it is my feeling that, at least for the time being, Cerebus will remain an
entirely unique work for its medium.
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