Sans Genre VComics have no lack of great characters. In fact, we're probably the lone medium going that sells more off characters featured than artists working. (Movies are the only other one that comes close, and I could be wrong but I feel like "Eddie Murphy" is a bigger box-office draw than "Shrek", all told.) At the most basic, bonehead, pop-culture level, it's still the characters that mark the form. A picture of Batman codes better for "comics" than the shape of a word balloon or the pattern of benday dots or any panel layout you care to name. Maybe it'll always be that way. But regardless, it's worth asking who exactly the characters that act as our ambassadors are. Anybody want to name me Batman's character
traits? What kind of a guy is he? Superman? Iron Man? Wolverine, Wonder Woman? Character?
Right. They haven't got any, at least not so you'd notice unless you've read the stuff like it was holy writ. Part of that is because they're archetypal ideas that have been filtered through the sensibilities of different artists over decades of social and aesthetic evolution, but much more deeply relevant is the fact that they're sprung from a visual medium. Comics, try though it may to go further, is fundamentally an art form of exteriors. We see the surfaces of the characters -- in the icons' cases that's bright color, slick design, skintight curvature, flash -- and their flat skin and sometimes their perfect hair -- and let those things define who they are and what they're doing for us. That's as opposed to the archetypal characters of comics' non-visual cousin literature, who are biult of words and have writers to focus us on who they are inside. Robin Hood? Roguish social-justice guerilla, and that fragment of idea defines him whether he's visually incarnated in the feathered Errol Flynn cap or the dank Russell Crowe robes. Sherlock Holmes? Ascetic, eccentric thinking machine, whether he's shown to us as the Basil Rathbone deerstalker or the Robert Downey dandy. But Batman? Lose the ears and the cape and no matter how hard you sell the insider knowledge of murdered-parents-terrible-oath he'll never be
Batman. The identity is in the pictures, the rest is only justification for them.
And that's true even for the ones who do have legitimate claims to interiority. Try putting Charlie Brown in any shirt but that yellow and black zigzag one and you can't tell
who's spouting the self-loathing chestnuts. Take Jimmy Corrigan out of Chris Ware's
iconic visual style and you have a depressed nobody in a vest, a bystander at best. No matter how deep the person inside the panels runs, if they don't hit you first visually the way the medium that contains them does, they're sunk as an icon. When it comes to defining what and who things are in comics, the words in the word balloons run a far distant second to the lines and shapes and colors underneath them.
But comics is also a storytelling medium, and we do have a use for those words, no matter how secondary. The art tells us who's who and shows us their movements through particularized space; and until somebody fully achieves the grail of the all-silent Great Comics Novel, the words are there to tell us the why and wherefore. How do the characters change from one moment to the next, how do they feel about things, what are they thinking right now? The words, as they did with Robin Hood and Sherlock Holmes and too many other "great characters" to name, give us the interiors of the exteriors, if that's not too much to handle. The abstract insides that pictures can never fully engage with.
Of course, it's been a long road getting here. Put simply, comics didn't always (and still usually don't) tell stories about characters with any interior life, anything that their outward appearance and actions didn't show us. Below, a short sequence from Winsor McCay's Little Nemo in 1910; still a prime contender for the title of most graphically advanced comic of all time. But the words... I mean...

These aren't even the verbal parallels to the visuals that today's most simplistic comics draw -- they're bald restatements of exactly what the pictures are already telling us. Everything in these panels is geared toward presenting a single, objective meaning. Something causes the ship's decks to shake! It is a whale, which has swallowed the anchor and is now towing it out to sea!
Beautifully drawn and colored, but that's all we get. There's no subjective, human view into the action being presented, no indication that the characters are acting as anything but narrators of their own lives. No feelings, not even opinions. Not even thought, honestly: these are shouted declarations, bouncing straight from the environment that produces them to its inhabitants' vocal cords and back again, with no indication given that an individual mind has come into play at any point. It could just as easily be the chairs or the ocean waves talking. This is just how comics
worked back then, hitting in buffeting, brutal, beautiful single slams, unified presentations of one literal thing and that one thing alone, and then on to the next one.

Of course, comics had "characters" from the beginning, at least insofar as every story needs some measure of complimentary or conflicting personalities to drive it. But for years comics were vaudeville, and featured the broadest of types playing base slapstick roles -- the foolish and lazy wag, for example, or the demonic child, or the harrying boss, or the scheming, ineffectual villain. And to a man, they announced their intentions and carried them out, or at least did their damndest to. It wasn't until the Dada-era advent of George Herriman and his masterpiece Krazy Kat that true depth of characterization really hit comics. The visual performances Herriman's characters repeated endlessly over the strip's near-three decade run marked them out as different from one another, individualized: one always received pain, one inflicted it, and one meted out the punishment, while a chorus of stock commenters looked on. But it was Herriman's use of language that really defined who Krazy Kat and Ignatz Mouse and Officer Pupp were beyond their scratched-out silhouettes. It's easy as pie to tell one of Krazy's squeaky-voiced, abbreviated, patois'ed word balloons from Ignatz's brash, slangy mutterings and Pupp's Shakespearean braggadocio. Herriman literally gives his characters individual voices, ways of expressing themselves that nobody else on the page can quite reproduce. It's still all exteriorized, they're still voicing what they're feeling for the world to hear, but in such a way that there can be no doubt as to the unique individual identities of the speakers. Though we're not given a view directly into it, there are obviously very different internal processes shaping the separate actions and reactions Herriman's trio of anthropomorphs have to their surreal, repetitious world.

The above is probably as close as Herriman would come to true interiority, with Walter Cephus Austridge speaking the incomprehensible language of his first few appearances, forcing Herriman the omniscient narrator to step in and tell us the meanings he's trying to express. In other words, there's something hidden inside him that nobody else in the panel can get at, even though it hardly fits with "interior life" as it's commonly understood. Still, it's an exciting start.
Frank King's mid-1920s work on Gasoline Alley was the big step forward, though, for the first time presenting comics characters whose volume of private thoughts was at least equal to that of their performed, visualized public personas. King's people would say one thing and mean another, smile in the pictures when they really felt sad or angry, string others along with ulterior motives, and hide parts of themselves away at
least as often as the average human does in everyday life. And while you could surmise that some of that was going on in earlier comics, King innovated by telling it to us in no uncertain terms.

It's in Gasoline Alley that the lines between the exteriority of images and spoken speech, and the interiority of thought -- never the clearest to begin with -- really start to blur and fade away. Characters frequently speak to no one but themselves, and while that was common enough in Krazy Kat and even before, here the substance of it is much less made up of asides to the audience and random jokes, much more of feelings and motivations kept hidden from other bubbling up to the surface in solitude. King's characters not only express their individuality in these monologues, they lay bare private lives that the pictures on the page are incapable of showing us. The words' purpose stands revealed: while pictures illustrate, they can also hide things, and unless someone tells us there are times when we'll never know. Like the bodies and faces -- the outsides -- of real people, drawings of comics characters can only take us so far into who they are. The balloons push us deeper, give us further understanding. The dividing line between words and pictures is also a dividing line between what's freely given and what's shut away from everyone but we the readers.

Around this time, some (as far as I can tell) unrecognized genius made an addition to the comics' grammar that perfectly visualized the growing split between characters' interior and exterior, drawn lives: the thought balloon. Here, in a gorgeous, murmuring, cloudy variation on the word balloons designating spoken speech, was an elegant and unobtrusive way to spell out what the people in the panels were thinking without forcing them to belt it forth for all to hear. It's significant that thought balloons didn't really emerge as a common comics trope until the stories the medium was telling were countenancing the characters' hidden thoughts enough to need them. And even then, it was hardly a Joycean level of interior monologue going into them during their early years. In a medium whose Depression era was mostly spent transporting the populace to exotic, adventurous climes and presenting them with logic-light gags, the thought balloon was little more than a straw man, a newer and sleeker vehicle for exposition. Above, from Milt Caniff's Terry and the Pirates in 1938, probably the greatest example of the then-new action comics idiom, is a typical example: a sentence or two to fill you in on what happened yesterday, a quick reference to an older story, and a few wooly colloquialisms thrown in to goose a bit of "personality" into the verbiage. Perhaps not too impressive, but this is still a picture of a form functioning in a more graceful and efficient way than it had once been able to.

The thought balloon achieved a pinnacle of sorts in 1953, on the pages of the EC Comics-published short "So Shall Ye Reap", written with an uncommon sensitivity by Al Feldstein, and drawn by the inimitable Wally Wood. It's interesting to note that the thought balloon really only began to evolve a unique, essential place for itself once the medium had become largely a divided-labor undertaking, with "writers" and "artists" contributing component parts to the final products, whereas earlier comics were overwhelmingly the product of a single story-and-art overseer directing various assistants. But I digress...

"So Shall Ye Reap" opens with a brutally elegant literalizing of the split between speech and thought in comics. On one side of Wood's splash page sit the parents of a young man, awaiting the minute of their son's execution. They speak aloud to one another, their words directed not just to each other but to society at large, attempting to absolve themselves of blame for their son's failure in life and impending death. On the other side, bound to an electric chair, sits the son himself, Kenny, counting down his final moments with thought balloons bubbling up from his bowed head. The words assigned to him are reflective, interiorized, a psychological self-examination. Child and parents' narration intertwine over the course of seven neatly split pages to lay out Kenny's path from all-American childhood to Death Row, with the parents' halves bemoaning their boy's failure to capitalize on the idyllic upbringing they feel they gave him, while Kenny peels back the surface to reveal the holes in the dream: beatings, psychological abuse, and a final rejection that seals his doom. The story, of course, is a perfect example of the different purposes served by speech and thought balloons. The parents speak for all to hear, casting blame on a son to whom society has already assigned an unforgivable guilt. Kenny broods to himself, running through a silent refutation that is too late to save his life. Both sides of the page end up with the same, inevitable conclusion: as the final moment hits the parents curse Kenny for what he's done to them and their reputations, as the boy's final thoughts sizzle away with "I guess... I was just a bad son."

This is more than just a formal exercise, though. Feldstein and Wood's passion play uses comics' existing interior/exterior dynamic to give the form one of its earliest and most affecting examples of another, equally complex dualism: that of the character as both subject and object. We're shown the same single life through two viewpoints in "So Shall Ye Reap", but one perspective shows Kenny as an unregenerate bad seed, while the other portrays him as the deeply sympathetic victim of an uncaring society. Both are true, both really happened. But the one in the thought balloons is Kenny's life as
told, as lived from within, while the one given in speech is the life as
observed, as experienced without the feelings and motivations that determined the choices made in it. On the surface, the exterior, Kenny just couldn't make it in the world as it was. But by planing into his interior with the words above the panels, the story forces its readers to question how fair the society is for setting people like Kenny on the path to their gruesome ends. It's a virtuosic, legitimately groundbreaking piece of comics, the place where the dualism of subjectivity (the individual as interior, defined by themselves with their own view onto the world) and objectivity (the individual as exterior, defined by the world around them in relation to society) really began to produce interesting comics.
It's also one of the clearest examples of the way midcentury comics juggled interior and exterior, subject and object, with a strikingly high degree of success. Even if stories as nuanced and compulsively readable as "So Shall Ye Reap" were a rarity during the '50s and '60s, the level of sophistication with which Feldstein and Wood manipulated their form became almost de rigeur for a time. Despite the juvenile plots and inane dialogue of the vast majority of the era's comics, they quite frequently managed to present no less than
three intertwining but markably individual views into the action occurring in just about every panel. Below, from Steve Ditko and Stan Lee's Dr. Strange:

In order, that's omniscient narration explaining the panel's contents to us; the performative speech act of the spell Strange recites in the word balloon (itself an exteriorized "action" in that speaking the words is what produces the effect on the environment); and the thought balloon that explains the action's motive and leads us into the next panel. There's a massive amount of information crammed into this small panel, a moment in time cross-sectioned and exhibited as a collection of component parts. And this wasn't a rarity, it was downright pedestrian. It was simply how comics worked at the time, utilizing various ways of presenting words to submerge readers in an undeniable sense of things really happening. Each element of the panel -- narration, speech, thought, drawing -- points to the same event. But they bring it to life in different ways, working together in an almost symphonic fashion to give a much deeper impression of it than the simple statement that any one of those elements could provide.
But back to comics' discovery of subjectivity. The early Marvel superhero comics that Dr. Strange constituted a minor part of were the furthest the medium had yet taken its characters into the cracks between subject and object. Where supervillains had heretofore been one-dimensional raving maniacs or extra-earthly terror-beasts, under Ditko and Lee (and fellow Marvel artist Jack Kirby) they were often victims of tragic misunderstandings or misadventures that doomed them to lives of crime. Feldstein and Wood's Kenny in skintight costumes, individuals whose acts against society made them okay for the heroes to hit, but whose reminisces and interior monologues offered readers a "supervillainous subjectivity" to go along with it, an individual's view into how "evil" can easily be an outgrowth of simple human emotions like jealousy or embarrassment or anger.

Ditko and Lee hit the zenith of this approach with their work on Spider-Man, generally acknowledged as comics' first anti-hero. Like Marvel's villains, Spider-Man was loathed and feared by the public, and his nerdy alter ego Peter Parker was no less reviled by his high school peer group. The difference between Spider-Man and his gaggle of socially outcast villains was that this character was in no uncertain terms a good guy, battling for justice despite the often unwanted nature of his efforts. The delicate balance of character as individual subject and societal object seen in "So Shall Ye Reap" was discarded here in favor of a narrative that came down heavily on the side of subjectivity. Spider-Man was what he saw himself as, a hero, and the general populace that rejected him or believed him a villain was simply wrong. Where Feldstein and Wood asked questions, Ditko and Lee proclaimed: with
this character, at his height the most popular in comics, it was the inside, the thought balloons that told the truth. The external view of things was a false one.
This was to become the dominant view in comics. Whether it was the immediacy of the humanist "Marvel Philosophy" or the larger cultural drift of the second half of the 20th century, within a decade or two presenting characters' subjective views into their own situations had become the dominant way of doing things. This change necessitated a change in the way the words on the page were presented. The first thing to go was the omniscient narration that for so long had invited readers to experience their stories as told by some unseen presence rather than the characters themselves. Without those caption boxes proscribing meaning, the only view into the action was through the eyes and words of the characters that it encompassed. "I" became the way of things, not "he". In the late 1970s and early 1980s, most significantly in the work of new-wave writers like Alan Moore and Frank Miller (below), the thought balloons that had defined the subjective view for so long began to disappear also, replaced by caption boxes like the ones that had once held the words of invisible narrators.

This movement of characters' in-story narration from balloons to boxes is significant; by placing an individual's interpretation of events in the same place that until recently had been occupied by the inarguable fact of third-person narration, subjective, character-narrated storytelling was further entrenched as the only way to do things. And by losing thought balloons' visual tether to the characters producing them, as well as the delicate, impermanent look of their scalloped borders, characters' chronicling of their own stories became something, well,
less subjective, less arguable, more factual-seeming. Around the turn of the millennium, the two main commercial comics houses, Marvel and DC, banned thought balloons outright, their visual reminders of first-person narration's inherently limited subjectivity lost to the vast majority of the medium's American readers.
In a very real way, comics' subjects have become its objects, the delicate insides that once hid or wavered in the face of the exterior world now defining what that world is for us. What lies beneath the surface of the pictures has become the fact of our stories, no longer open to interpretation but legislated by the people the drawings show us. It's been a fascinating historical process. But I can't help but feel that we're missing something by letting limited views drive so many of our stories. There was a moment when comics, though bound to idiotic plot specifics, held the potential for greater narrative complexity than any other storytelling medium had ever had, different ways of saying the same thing coursing through its panels like blood through veins. I think it's a shame we've lost that to the degree that we have. Because pure subject and pure object just aren't that interesting by themselves. It's with fusions of the two that the medium's potential for simultaneous presentation of many things is really being used in full. Word as inside and picture as outside sounds alright as a binary that defines how comics do what they do, but one of the greatest beauties of the form is that there's never yet been one single way. Only accepted fashions that get subverted again and again by minds greater than what they're coming into. The current mode of picture and word, subject and object, inside and out, is not a terminus. It's merely another stop along the road. I hope what's coming next comes soon.