Series creator and writer Brian Wood followed up "Friendly Fire", the heaviest story to this point, with the breath of fresh air that is these six character examination issues. Don't let that turn of phrase fool you, though. While these issues do step away from Matty, Zee, and their never ending quest to find meaning and justice in a war zone, they have no less depth. Art, poverty, greed, emotional detachment, culture, spiritual transformation--they're all here, playing out in a war zone. And removed from Matty (mostly), these stories can be told without having to advance a larger narrative of how the DMZ is being changed by the presence of the ersatz journalist main character.
The following contains spoilers for DMZ 23-28.
"Decade Later"
Issue 12 pulled the curtain back from the DMZ and revealed the city's rich, developing culture. Among the characters introduced was Decade Later a middle aged tagger who grew up in New York City and couldn't be chased out by war. The issue opens with Decade braving sniper fire to get across the street and break into a hardware store, his goal to acquire all the spray paint he can. From there the story cuts between the present, the start of the war, and before the war. Based on what we're shown of the past Decade has been a tagger forever, but he's never been interested in just leaving behind "some boring tag" or claiming territory. He wants to share knowledge. He wants people to find his work ten years from now and take meaning from it (that turns out to be the origin of his tag). The remaining scenes from the past show Decade working on an unspecified project having to do with New York subway cars.
In the present Decade Later attends a War Party (basically a catharsis for surviving the latest round of bombing) and meets a fan who he ultimately takes home. While they sit up in bed after sex, Decade describes a project he's been working on for years: tagging the top of subway cars so when they're lined up in their assigned spots in the yard in Queens it will reveal a message in the same way sliding tiles in a puzzle form a picture. The next day, while the guys who "protect" the neighborhood are shaking him down, Decade and the gun toting crew are picked up in a military raid, thrown on a helicopter, and flown out of the DMZ to an unspecified location. On the way out DL is finally able to see his work with the subway cars from the sky: the word "MINE". Knowing he's probably going away for life, he finds satisfaction knowing he's fulfilled his purpose.
Riccardo Burchielli, DMZ 23 |
"Decade Later" tells us everything we need to know about the titular character in the opening pages with almost no dialogue as Decade risks his life to steal that spray paint so he can keep tagging. His art is more important than his life. It's most of all he's known. And his desire to leave something behind, something that people will think about now and in years to come, invites us to think about the reason for art. Does it have to have some great reason to exist, a message to convey? Or is simple entertainment enough? For Decade it has to be the former. So does it matter if what the artist creates is ever seen? Decade himself hadn't seen the fruits of his project--his long purpose--until he was carried off in the helicopter, and it's likely few others will ever see it. Many people who create--whether art, music, writing, etc.--will say that they do it because they can't not.
Riccardo Burchielli, DMZ 23 |
"Amina"
This issue catches us up with Amina, the would be suicide bomber last seen picking through garbage at the end "Public Works", and fills in a lot of backstory while telling a relatively simple story. The meat of the issue is in the flashbacks. We see Amina from childhood to the present as she faces racism in the wake of 9/11 and then life in the city after the war began. She never seemed to be good enough for whoever she fell in with, most especially not being pure enough for the terrorists and too naïve for Matty. She does remark that racism fell away as a problem, replaced by classicism as everyone in the city dug through it for supplies (the series has offered no new supporting evidence on this point since my critique of "Public Works" so I am not going to address it further in this entry). The Matty memory is especially important. After having had sex with her (remember, Amina was given to Matty as a reward), Matty proceeds to lecture her about making her own destiny and not living by other people's rules only to then toss her aside after having, from Amina's point of view, ruined her life.
Riccardo Burchielli, DMZ 24 |
Amina's story in the present, such as it is, is carried by the art. Yes, there's the very limited plot. But Burchielli sells Amina's life by making her look as different as possible from her first appearance. In the early issues of "Public Works" Amina was a strikingly beautiful woman with a strength about her. Even in the single panel where she's crying as she's fitted with the suicide vest she's not despairing in any way. Here, though, we're reunited with an Amina who's haggard and slumped in on herself, a woman wearing tattered clothes and rags in place of shoes who has obviously fallen to despair. We can imagine her strength bleeding out of her bit by bit since Matty upset the path of her life, and Burchielli never course corrects in the issue. Amina never really recovers that same bearing she used to have, even as she helps her friend.
Riccardo Burchielli, DMZ 24 |
There is something a little on the nose about Amina, the conventionally worst behaved character we know, seeming to be punished and thrown to the wolves, but it's not something that feels like a moral stance on the part of the series. I describe Amina as the "conventionally worst behaved" character because Matty comes off far, far worse after this issue. In case there was any possible doubt during "Public Works", Matty did have sex with a woman the terrorist cell gave him as a reward. Of the two people in that situation, at least Amina's actions were consistent with her convictions.
"Wilson"
DMZ 25, Danijel Zezelj |
Wilson's issue begins with a scene in the present that emphasizes his total control of Chinatown before jumping back to before the war and following him through time until it catches up to the present. Before the war Wilson was mid-level in the Triad, past his prime and unlikely to advance much more. Out of anger over being looked over, Wilson took advantage of the chaos before the war to wipe out his immediate superiors and move up by default. This puts Wilson in a position to consolidate power in Chinatown as the war begins. He isolates Chinatown from the rest of the city and ignores the war raging around him. Even on Day 204 he refuses to take interest. Over time he accumulates more and more money--more than he knows what to do with. So he buys extravagant things. Like a tank. Wilson catches sight of Matty shortly after the young man's arrival and out of boredom as much as anything, takes an interest in him. And while Wilson lets the two armies slug it out, he keeps positioning himself to eventually control the city.
DMZ 25, Danijel Zezelj |
This issue completely transforms how we look at Wilson. Wood's original vision for the character was not of a leader of a criminal organization which became his Chinatown empire. His first appearance in "Body of a Journalist" was just as an old guy neighbor who checked out Matty's tech and seemed a little paranoid. A couple issues later we first encounter Wilson's "grandsons" when they take Matty back to Wilson's Stuytown apartment. The issue 12 "guidebook" shifts his character somewhat and we get the first look at what Wood turned him into during "Friendly Fire". This focus on him, then, is a nice way to smooth out his identity. It does a reasonably good job connecting Wilson's original interactions with Matty to what Wood evolved the character into, and adds potential intrigue to their relationship.
"Kelly"
This is the only one of these six issues that Matty is involved in. It features Kelly Connolly of Independent Television News, the journalist who collaborated with Matty in "Body of Journalist" and "Public Works" and who Matty has had an undefined sexual and possibly romantic relationship with. Kelly's story is set in the recent past and is framed by Matty identifying her dead body in the beginning and going to her funeral at the end. Matty does appear in a few panels, but his primary contribution is to narrate the issue, essentially telling the reader what he knows and believes about Kelly.
Riccardo Burchielli, DMZ 26 |
Visually this is the least distinctive of the six issues which may be a consequence of it being so heavily tied to Matty's ongoing narrative. Burchielli doesn't get to explore a new character or a change to an existing character's circumstance. What we see of Kelly is what we've seen before, and because she doesn't really develop over the course of the issue, except perhaps on the last page that she's seen alive, that emotional detachment doesn't invite anything visually captivating. None of this is to say that the art is bad. Burchielli brings his usual high quality to the issue, and it does fit into the world he's created for the series. But it's just not as compelling an experience as we find with the other characters.
Riccardo Burchielli, DMZ 26 |
What the issue succeeded at, though, is being a consideration of the (perhaps necessary?) emotional detachment that comes as a result of being surrounded by traumatized people living through traumatic events. Matty ends the issue not even knowing exactly what he meant to Kelly, and this makes sense. What little we do know about Kelly is that she's been at this a lot longer than Matty, and she's a lot better at it. This culminates in the moment between Kelly and the child which Matty defends as Kelly just doing her job in that moment (and he assures us she would have been guilty over it for the rest of her life). It's interesting that the implied moment of her death came after the strongest emotional, human response we've seen from her all issue (and possibly in all of her appearances combined).
"Random Fire"
Nathan Fox, DMZ 27 |
In what is the greatest example of DMZ culture yet, this issue follows DJ Random Fire to an underground club (literally--it's in a basement) where he's supposed to headline the night. It turns out, though, that he's been bumped for DJ Grendel who's from Tokyo and is the most in demand club DJ in the world. Random Fire ends up at the bar where he meets a woman, Ingrid, who used to work for Trustwell. She thinks that DJ Grendel is being used as a diversion for some Trustwell goons to moonlight in the DMZ and shoot up the club (she bases this suspicion on the number of white guys in the club which is another failure in the idea that the DMZ is somehow post-racial). Random Fire meets Grendel when he walks in the club. Grendel pleads with Random Fire to let him do his show and asks Random Fire to introduce him. Random Fire takes the opportunity to warn everyone about Trustwell and urge them to leave the club. Meanwhile Ingrid is elsewhere in the basement exchanging fire with the Trustwell team. The confrontation ends when Ingrid shoots a man who detonates a grenade, blowing up the basement moments after Random Fire escapes.
Nathan Fox returns for art duties this issue, and he makes it a lot of fun. That same sense of chaos he used to great effect in the PFC Stevens flashbacks in "Friendly Fire" returns here, and it makes the club interiors feel rich and alive. Fox heavily lines his characters and environments which creates a sense of depth and layers. The result is expressive characters which is especially true in the case of Ingrid who in the writing feels somewhat two dimensional but who really comes alive in the art.
Nathan Fox, DMZ 27 |
"Soames"
The Ghosts were introduced in issue 4. Matty suspected at the time that they were soldiers who deserted at the start of the war, and this issue confirms exactly that. Soames joined up with the Free States out of a desire to do right by his country (as he saw it), but by the time he reached the New Jersey side of the state border he'd become disillusioned with the movement finding the people in it to be nothing but rednecks full of hate. He swims across the Hudson, which he notes is full of bodies, the first chance he gets. Soames ends up sick off the water, passes out for days, and stays sick for another four. His intention is to defect which requires him to walk across the island. The army combat has stopped, but the city is still unsafe--it takes Soames two days just to go four blocks.
Riccardo Burchielli, DMZ 28 |
"Soames" greatly benefits from Burchielli's work by revisiting a character he's already drawn and, like Amina, showing him in another situation. The buttoned up, somewhat regimented, very hard ass looking guy from "Ghosts" is really nowhere to be seen here. Even before the hallucinations set in, Soames is kind of a mess and, not surprisingly given what he goes through crossing the island, he falls apart more and more as he goes. The weariness he expresses through narration is plainly visible on his face. That also serves as an effective contrast to the wonder he exudes on the closing pages. Burchielli make us believe this transformation that Soames has gone through (and the hallucinations that bring Soames to this transformation get a little extra punch from Cox brining those bright colors of nature to what's usually the more muted tones of the urban setting).
Riccardo Burchielli, DMZ 28 |
Credits
Brian Wood: writer
Riccardo Burchielli: art, issues 23-24, issue 26, and issue 28
Danijel Zezelj: art, issue 25
Nathan Fox: art, issue 27
Jeromy Cox: colors
Jared K. Fletcher: letters
For an index of all Close Look at DMZ entries, jump back to the landing page here, and for an issue-by-issue commentary check out Twitter @theroncouch #BWDMZ.
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