Camelot 3000

Camelot 3000 issue 1, art by Brian Bolland

I remember this series feeling really special when it came out in the early 1980s. But it was meant to feel special. Camelot 3000 was DC Comics’ first “maxi-series”, a 12-issue story printed on higher-than-normal quality “Baxter” paper (which also resulted in stronger colours, I seem to recall), intended to be sold solely through specialist comic shops. This last point meant it wasn’t subject to the Comics Code Authority’s stamp of approval, so could contain, as writer Mike W Barr says in his introduction to the Deluxe Edition, “a transsexual knight, lesbianism, incest and various other Code-breaking plot points” — though nothing as graphic as that might make it sound to modern ears.

It’s set in a technologically advanced future which has recovered from nuclear war to, somehow, return to pretty much the 1980s’ version of world political power-balance, with a communist China and Russia in uneasy relations with a caricature cowboy President of the USA, and a psychopath dictator in charge of the African country of Rakmaburg. Aliens from the tenth planet are invading Earth, and have taken over England, while the rest of the world struggles to work out what to do. Tom Prentice, an archaeological student working at Glastonbury, accidentally reawakens the Once and Future King whilst fleeing aliens, and Arthur immediately grasps the situation: England, and the world, need him once more.

His first step is to free a grumpy Merlin (the series’ best character) from Stonehenge, then recover Excalibur (whose lake resting place is currently inside a nuclear power plant). Merlin then awakens six of Arthur’s knights from their current reincarnations: Sir Lancelot is Jules Futrelle, the world’s richest man (who has a handy castle-like home in orbit round Earth, all ready to become this future’s new Camelot); Guinevere is Commander Joan Acton, head of the Earth’s defence forces; Sir Kay is a minor criminal; Sir Galahad a dishonoured samurai; Sir Gawain a black South African family man; Sir Tristan, meanwhile, has been reincarnated as a woman, Amber March, and is awakened to her/his true identity just before she’s about to be married; finally, Sir Percival is reawakened the moment before he’s turned into a “Neo-Man”, a super-strong, near-invincible dumb giant, used by this future’s governments for law enforcement, created from criminals as a punishment for their crimes.

When it’s revealed, later in the series, that one of the crimes that can get you turned into a Neo-Man is “dissent”, it underlines how generic this book’s vision of the year 3000 is. It’s presented as a future version of the 1980s, but it’s also post-nuclear, technologically advanced, and overpopulated, and it’s also, evidently, from this need to punish “dissenters”, dystopian, though it’s never made clear how or why it is dystopian, aside from the selfishness of its leaders. The future, in Camelot 3000, has laser guns and flying cars, a hint of dystopia, a hint of post-nuclear holocaust, a hint of looming population crisis, a hint of satire, as well as a lack of the sort of technology that would actually help the characters (Tom Prentice’s laser burns can only be healed by the Holy Grail, Sir Tristan’s desire to be turned into a man can only be achieved through sorcery, not surgery). All in all, this future feels a little bit like the sort you’d find in 2000A.D., though more Mega-City Lite than the full Dredd.

The setting, though, isn’t the point. This generic future is there to be a background against which we see a sword-wielding King Arthur and his reincarnated knights fight insectoid aliens and a vengeful Morgan Le Fay. One of the things I remember liking most about the series was the knights’ individual struggles between their current incarnations and their mythic “real” identities. (In this way it could be said to tie in, though very lightly, with Alan Garner’s The Owl Service.) Writer Mike W Barr updates some aspects of the original Arthurian myths with modern, or futuristic, equivalents. For instance, Tristan and Isolde’s love in the original is frustrated by the fact that Isolde is promised to another man and Tristan has been charged on his knightly honour to bring her to him; in Camelot 3000 that frustration comes from Tristan’s being a woman. (And many modern reviews pat the series condescendingly on the head in a “nice try” manner for addressing such outside-the-gender-norm issues without today’s nuances, but I remember this being a really surprising and original-feeling plotline at the time.) Meanwhile, Sir Percival was, in the original myths, the most perfect and innocent of Arthur’s knights; in Camelot 3000, he’s perfect and innocent because he’s been turned into a dumb, giant Neo-Man.

Some things, though, don’t change, and everyone has a doomed acceptance of the inevitable adultery between Lancelot and Guinevere, though it nearly tears New Camelot apart before it can face the alien threat. But ultimately, Camelot 3000 isn’t about the constrictive patterns of myth (as with The Owl Service), it’s about King Arthur and his knights being a symbol of hope in a future very much in need of it. So, the reliving of past mistakes provides interesting storylines, but ultimately the series is about our heroes’ triumphs despite their flaws, not the dark undertow of a bleak mythic destiny.

Camelot 3000 was intended to come out monthly, and did, for the first nine issues, after which it slowed down. In his introduction, Mike Barr says he warned DC they should stockpile issues before launching the series, knowing penciller Brian Bolland wouldn’t be able to stick to a monthly schedule, but they ignored him. As a result, although the first issue came out in December 1982, the last (with almost a year between it and issue 11) came out in April 1985.

It’s a fun series, feeling a little 2000AD-ish in places with its touches of anarchic satire, but no way near as dark as 1980s comics would become. Brian Bolland’s art remains one of the main selling points, though he’s not inking his own work, and it looks a little cruder than we tend to get from him now (particularly in the last issue, making me wonder if it was perhaps a little squeezed in between other projects). And I like the idea of how King Arthur’s return is handled. According to Barr, this was the first story to address the actual return of the Once and Future King — though Merlin pops up all the time in 1970s and 1980s UK kids’ TV; and one series at least, Raven (1977), is about a reincarnation of King Arthur, though not of the swords-versus-aliens type.

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The Invisibles

“Every paranoid fantasy, every conspiracy theory, every alleged coverup and government deception, every tabloid crank story you’ve ever heard… Imagine if it all were true?”

Cover to issue 1

This is how Grant Morrison’s Vertigo series The Invisibles explained itself in the first issue of its second volume reboot. (It eventually went through two reboots, three series, and 54 issues in total.) Running from September 1994 to June 2000 (the last issue was meant to coincide with the millennium, but was delayed), it tells the story of a countercultural cell of postmodern revolutionaries attempting to thwart the establishment’s plan to install the “Archon of the Aeon” as King of the World — after which we’ll have “cameras in the head, children with microchips, spin doctors rewriting reality as it happens”, “the infinite deathcamp of tomorrow” — by materialising the Archon into the body of the 200-year-old extradimensional offspring of the British Royal Line and Lovecraftian Things From Beyond, in a battle for “Timeless Freedom or Eternal Control”.

Series 2 first issue, cover by Brian Bolland

In The Invisibles’ world, not only is every conspiracy theory true, but every sort of magic — voodoo, shamanistic, ritual, chaos — works, and overlaps with the most advanced forms of technology. It’s a world of Gnostic engineers, four-dimensional liquid armour and remote-viewing time travel. It’s a world where an alien really was recovered from the Roswell crash, but as well as being a living entity it was also a form of liquid information. It’s a world that revels in all forms of 1990s counterculture — just look at the Day-Glo acid-orange cover to issue 1 — from multicoloured iMacs to Brit-Pop (“They’ve just cloned a sheep!” Morrison declares on one letters page), but also traditional mythology, with typical early stories consisting of interweaving strands, where one character may be relating an Egyptian or Aztec myth, another is undergoing a visionary experience in a separate dimension, while a third is having a bloody fist-fight/gun battle with soldiers, Ciphermen (human beings modified into hive-mind drones, engaging in psychic time-work from deep isolation tanks) or the Gigeresque King-of-All-Pain.

It’s difficult to tell how much its exuberant, sometimes self-referential storytelling style, with so many leaps in time, point of view, and style (some of the final issues are drawn by several different artists with widely different styles, from the cartoonish to the grimly realistic), is just buying into the whole postmodern style of post-80s comics, or is doing the same thing that, say, T S Eliot was doing in The Waste Land — mixing widely disparate fragments into a seemingly indigestible whole because that’s what the world feels like to its creator.

panel from The Invisibles #1, art by Steve Yeowell

I’d say there’s a lot about The Invisibles to link it to what I’ve called ‘crisis literature’ — as in The Waste Land, Ballard’s Atrocity Exhibition, Hesse’s Steppenwolf, or Garner’s Red Shift — but where I said that those works often present themselves as intellectual puzzles whilst attempting to present deep emotional trauma, The Invisibles feels like it’s already on the other side of the trauma. Its fractured style is not a case of a creator trying to piece together irreconcilable fragments, but to present a very weird vision in the only way it can be presented. It doesn’t feel like it’s fighting against its own conclusions or presenting them as evidence of despair or horror; The Invisibles is wholly, and joyfully, accepting of its weirdly destabilised world.

In the final issue, Morrison says he was using The Invisibles:

“…to recreate the complete and unabridged sensation of an ‘alien abduction,’ thrill-ride style. I’ve attempted to simulate an initiation into some of the secrets of time and ‘high-magic’ (where ‘simulation’ and ‘reality’ are synonymous, as in the formula Fake It Till You Make It) and create something which not only pays my rent but deprograms the nervous system and unravels the wallpaper.”

Series 2, issue 18, cover by Brian Bolland

That “alien abduction”, relates to an actual experience Morrison had, and which he has related in several places (such as this interview on YouTube (10 minutes)). He only jokingly refers to it as an alien abduction, because, he says, there wasn’t any other context to put it in. A religious mystic would have the vocabulary, but Morrison, raised on pop culture and comics, had to make his own version of the experience, with his own tools.

The last few issues of The Invisibles are so full of about-turns, reinterpretations and jumps in narrative, that it’s quite exhausting, like a deliberate attempt to break the reader’s sense of meaning and reality altogether, and there’s a feeling that what made the series fresh, fast-paced and full of ideas in its early issues has reached a point of exhaustion. Or perhaps that was just the result of my re-reading it all in so short a time.

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Providence by Alan Moore

Providence issue 1, art by Jacen Burrows

Halfway through the run of Alan Moore and Jacen Burrows’s 12-issue comic, Providence, I re-read all of Lovecraft’s stories (as well as S T Joshi’s monumental Lovecraft biography, I Am Providence), and suddenly the comic made a lot more sense. It’s not that Moore makes a lot of references to Lovecraft’s work — being pretty familiar with Lovecraft, I’m confident I’ll get most broad-brush references to his stories — it’s that the interplay between Providence and Lovecraft’s work (and life) can be quite subtle, and the deeper you can go into those subtleties, the more connections you can spot, and the more you’ll get out of the series. (The annotations at Facts in the Case of Alan Moore’s Providence helped a lot, too.)

Now I’m going to completely eat my own words about something I went into only a few Mewsings ago. Talking about Alien: Covenant, I said how prequels, particularly those that delve into a series’ background mythology, are pretty much doomed to failure, unless, like Star Wars: Rogue One, they do their best to keep their entanglements with the further reaches of the mythology as minimal as possible. Well, Providence is a prequel to Moore’s two other Lovecraftian comics — The Courtyard and Neonomicon — and it wallows in mythology (mostly Lovecraft’s, but at the end you need to know Moore’s, too). Not only that, but it attempts to make all of Lovecraft’s ramshackle mythology tie up, and — ye Eldritch Gods! — it even tries to explain it all.

art by Jacen Burrows

But, it works.

Perhaps it works because this twelve-issue series isn’t also trying to be a cinema-audience-pleasing ninety minute thrill-ride at the same time, but can take its time to tell the story as it needs to be told. Considering this is a horror comic, very little happens in the first few issues — unless, that is, you’re busy making Lovecraftian connections, in which case the implications will be building. But also, of course, this is Alan Moore, and Moore is particularly good at not only sorting out other people’s narrative tangles, but at adding his own — often awe-inspiring — sense for them to make.

In fact, I’d say Moore is energised by a creative challenge, and the bigger and more impossible-seeming, the better. He stated his aim for Providence in a 2015 article on Previews World:

“…Providence is an attempt to marry Lovecraft’s history with a mosaic of his fictions, setting the man and his monsters in a persuasively real America during the pivotal year of 1919: before Prohibition and Weird Tales, before Votes for Women or the marriage to Sonia, before the Boston Police Strike and Cthulhu. This is a story of the birth of modern America, and the birth of modern American terror.”

The comic follows Robert Black, a reporter from New York who, upon the suicide of his lover (in a suicide booth — this is a slightly different world to ours, in this case owing a little to Chambers’ King in Yellow), leaves his job to pursue his dream (“some day, if Providence allows”) of writing a novel. Scholarly, nervous, and by no means an action hero, Black is the typical Lovecraft protagonist — in all but being both Jewish and gay. Intrigued by the mention of a translated Arab alchemical text that made its way to the US, Black begins tracking down the various individuals and occult groups who have made use of it in their beliefs.

Providence 7, art by Jacen Burrows

These individuals and groups are Moore’s renamed versions of Lovecraft characters, and the main fun of the first half of Providence is in tying up Moore’s characters with Lovecraft’s, and seeing what twist Moore has put on them. Usually, the effect is to emphasise the historical and social context in which their stories are being told, and to — at first at least — make us feel that perhaps Lovecraft’s presentation of them as figures of horror is a misunderstanding because of their status as social, racial, religious, or sexual outsiders. Because of this, Black doesn’t even start to glimpse the implications of what they’re saying (Moore’s dialogue has a wonderful way of playing with double meanings), and I, as a reader, started to feel that perhaps the whole point of Providence was to redeem Lovecraft’s secretive, evil-intentioned cultists from any horrific interpretation at all.

The first character Black meets, for instance, is a Doctor Alvarez, Moore’s version of Lovecraft’s Dr. Muñoz, from “Cool Air”. Like Lovecraft’s Muñoz, Alvarez is seeking to preserve his life beyond the natural point of death, which requires him to live in a controlled, artificially cold environment. He doesn’t hide that he’s doing this, but neither does he state it outright:

“For myself, I must not complain. Here, for a time, I can be comfortable… Life does not trouble me.”

It’s as though Alvarez might be quite willing to admit the truth about what he’s doing, if only Black were to ask the right question. But Black never does, because — who would? Who would suspect that the quiet-voiced, well-mannered Alvarez is actually a walking corpse, preserved by ammonia and low temperatures? Also unlike Lovecraft’s character, Alvarez is fully human, even compassionate, as revealed in a very un-Lovecraftian line:

“…to not love is to waste the existence. Even life is a small matter beside it.”

But there is a real horror, and Black’s journey takes him right to the heart of it. The Arab alchemical text, the Kitab Al Hikmah Al Najmiyya, includes a prophecy of two figures, a Herald and a Redeemer, who are to bring about the end of our world — or its transformation. Moore’s refusal to provide a Lovecraftian moral judgement of his characters extends to a refusal to judge the coming transformation.

So, you start by thinking this Dr Alvarez is, in fact, a pretty nice chap; then that those Innsmouth folk are maybe odd-looking but they’re just folk from a different culture; then that Garland Wheatley (Moore’s version of Wizard Whateley from “The Dunwich Horror”) is, well, dangerously backward, perhaps best left alone, but not a world-shattering evil… Then you find yourself at issue 6, the halfway point, where it is, finally, made clear to Black that he is in the midst of something really bad, and in deep, and it’s way too late to do anything about it.

art by Jacen Burrows

Randall Carver, art by Jacen Burrows

The ideas Moore presents undergo a similar shift. At first, it seems as though he’s presenting Lovecraft’s horrors and his dream-world stories as evidence of a real but separate dream-reality, which brushes up against our world and which can even be accessed by dreamers such as Randall Carver (Moore’s version of Lovecraft’s Randolph Carter, which confusingly is also Lovecraft’s fictional version of Lovecraft himself, which makes it triply strange when Moore presents us with his versions of Carver and Lovecraft living in the same town). Black has a few such brushes, but initially dismisses them as hallucinations. His issue 6 experience, though, is too deeply traumatic to be dismissed even if it can be thought of as a hallucination, and it sets the tone for an increasing bleakness throughout the second half of the series, which on a first read left me with as much a feeling of nihilism as Ridley Scott’s Prometheus did on a first viewing. There’s a real sense, in the closing issues of Providence, just how little human life and our illusions of free will matter in the face of the coming transformation:

“We are words on papyrus, a thousand years ago.”

In its final issues, Providence is at times quite moving — issue 11, for instance with its rapid skim through the history of Lovecraft, his circle, and his growing impact on culture — but, at the end, it’s also terribly bleak. Robert Black turns out to be yet another Moore version of a Lovecraft character, so you know he can’t come to a good end, but in its final issue, Providence brings in characters from The Courtyard and Neonomicon (which I also found horrendously bleak, after its protagonist underwent a similarly horrific and traumatic experience as Robert Black does) and resolves the whole three-title series.

Robert Black, art by Jacen Burrows

Most of the issues of Providence included a lengthy text extract from Black’s diary, and I have to admit that, on my re-read of the series, I skipped these. In part because, although they provided Black’s innocent interpretation of the events in the comic part of the story, they didn’t really add much, as it was pretty easy to guess what Black thought was going on anyway. But also I skipped them because they were pages and pages of single-column, long-paragraph, small-size handwritten text and were just plain difficult to read. Aside from the wonderfully punnish extracts from an Innsmouth parish newsletter in issue 3, I really don’t think I missed much by skipping them.

It’s an excellent series, if bleak, though one I think you really need to know your Lovecraft to get the most out of. As such, it might not have wide appeal, but I’d certainly rank it with the best of Moore’s work, and Jacen Burrows is to be applauded for the amount of work he’s put into realising so many historically accurate locations and Lovecraftian characters, as well as providing some neat visualisations of sometimes transdimensional concepts.

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