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From "Scott Pilgrim's Finest Hour" (vol. 6); color by Dylan McCrae
On October 4, 2008, I had the pleasure of conducting a live q&a session with Bry
an Lee O Malley as part of the programming slate for the 2008 Small Press Expo. O Ma
lley is the creator of the popular Scott Pilgrim series of bookshelf-format comi
cs, soon to see its sixth and final volume released on July 20, 2010, along with
a motion picture adaptation directed by Edgar Wright, set to premiere in North
America on August 13, 2010.
Moreover, O Malley is perhaps the most visible face of a young comics-making gener
ation liable to draw considerable influence from international comics art, and p
ursue means of distribution outside of the classical comic book format his backg
round is in webcomics, and his print-format career, est. 2001, traces the meteor
ic growth of manga as a presence in English-language North American comics readi
ng. Even if we set visual qualities aside, it is striking that so many of O Malley s
cited influences are comics and animation material targeted at women and girls;
just one reading generation prior, this would have been almost unthinkable, as
American comics had by and large abandoned that demographic as insignificant.
Yet O Malley also keenly distinguishes between manga traditions boys comics, girls c
omics, 70s Golden Age traits, anime-adapted tropes and applies them to a grander,
evolutionary metaphor in Scott Pilgrim, a romance comic (and so much more!) abo
ut leveling yourself up by understanding your lover s (possibly storied) romantic
history, and confronting the negative traits evil ex-boyfriends might represent. G
aming action hangs over everything as a looser, atmospheric metaphor for persona
l myth-making; video games don t function as literature, not like books, but they ar
e eminently applicable in their social role-playing capacity.
What follows is a record of our live q&a, transcribed by me, and edited to remov
e ums and ahs and hanging sentences. Keep in mind, this was 2008, so the current
ly most-recent book of the series, Scott Pilgrim vs. the Universe, had not yet b
een released. Many thanks to Chris Mautner, aka Audience #8, for recording the pan
el (his own thoughts on Scott Pilgrim are hereby commended to your attention), a
nd Bill Kartalopoulos, for shepherding the event into reality.
***
[JOE MCCULLOCH] Hello, how are you?
[BRYAN LEE O'MALLEY] I m not bad. It s been a busy morning.
Yeah, I d imagine. So let s start out by if you could just tell us about your first
experiences with comics? Just earliest
Just sort of in general?
Yeah.
I feel like I always kind of read comics, in some way, y know, words and pictures.
But the first real time I thought of comics as comics was when I started readin
g Transformers comics, when I was six or seven years old. Because it was the hei
ght of the popularity of the cartoon, and I didn t have access to the cartoon show
? Because I lived in the far north, and we didn t have that on our tv, I guess? It s
like when we went down to Toronto we could watch it on a tv there because they
could catch it from Buffalo or something like over across the lake. But no, up n
orth, no Transformers, they didn t broadcast it in Canada. So I found the comics a
t the drugstore or something, in Timmins, Ontario, where I was young. And that w
as my first comic book.
His first print-format page, from "Last Shot" #1; lettering by O'Malley, pencils
/inks by Long Vo, colors by Charles Park & Saka
Yeah, like so, Brian Wood, Matt Fraction those are two big names to come out of
that. Um, and me, but I was not really very active in that community, I would ju
st sort of lurk and occasionally post. After that I had some friends through the
kind of anime fan rec.-type stuff who were doing a comic with what was it calle
d? Pat Lee s company? Dreamwave. Which dissolved, like, a year later. [NOTE: Speci
fically, Dreamwave broke away from Image in 2002 and functioned as an independen
t publishing company until 2005.] But at that time they were pumping out a lot o
f stuff, making a lot of money. So they were doing a book with them [Last Shot,
created by Studio XD], so I went down to California in 2001 and helped them work
on this book, which ended up just being with Image central, because Dreamwave h
ad already kind of domineered. And then, while I was there, we went to the Chica
go Wizard World, I guess? And that s where I was introduced to James Lucas Jones,
who is now the editor in chief. And I have him under my thumb. [laughter] I m kidd
ing. But yeah, I was introduced to him and then I went back home to London, Onta
rio, at the end of 2001, and I inked an issue of Queen & Country [#5, Nov. 2001]
for them, which was not good inking. And then they offered me to do Hopeless Sa
vages, which was it took most of 2002, I guess, to do four issues.
Now was this the first time you d worked from someone else s script?
Yeah.
How did that experience mesh with you?
It totally drove me crazy. But, it was good, y know, because I didn t it s not like I
was a really good writer when I was 22. It made me see things that writer [Jen V
an Meter] could do right and do wrong. It s always a good learning experience. If
you look at that book, from each issue I was trying really different things. And
I learned. Something. I think.
After that you went into Lost at Sea [published Nov. 2003], and I m not totally cl
ear on the chronology there. I think there was some material from that that appe
ared on the internet, or was that an online project?
Oh, what it was I think in 2001, the same time I was doing Queen & Country, befo
re Hopeless Savages, Oni had been doing these Sunday comics on their website?
Yeah.
Which was it never kept up with it. Basically they would just forget, or stuff l
ike that, and it would always drop off, and then they d start up again. But I did
six strips, and that was the first stuff I did for them. I think they paid me mo
ney for those. Like $75 a strip, which was cool. So that was just kind of a roug
h draft version of the story. And I didn t start it in earnest until after Hopeles
s Savages.
Did you pitch to them from those comics?
No, actually I pitched a few things to Oni in 2001, and Lost at Sea was the one
that they liked the most. Because it had cats in it. Yeah, that was back when Ja
mie S. Rich used to be the editor in chief, and he was more sort of into my girl
y inclinations, I guess? So they liked that, but they made me do Hopeless Savage
s they didn t make me, but I did it, and it took me way longer than it should have
. So I didn t start Lost at Sea until January of 2003.
From "Living Game" (scanlated version); art & script by Mochiru Hoshisato (reads
right-to-left)
That s a good way of putting it. There s another side of manga going on through the
Scott Pilgrim books, you do a continuous chapter numbering, as a manga collectio
n would if it was being serialized. That strikes me as interesting because I thi
nk what we have as manga now in the United States, North America, is kind of an il
lusion, really -
In terms of the delivery system, yeah.
Because we get these collections and they appear on the bookstore comics shelves
, and we don t have any of the economic basis for serialization, and for paying pe
ople, giving them -
A living wage.
Yeah. Or even for fronting them the money to put together the studios that are u
sed to do a lot of weekly stuff. And a lot of these, especially in the last 20 y
ears, a lot of manga has been editorially driven work, I think. A lot of respons
e card-driven work. And I think inevitably there s some improvisation that works i
ts way in.
Right.
What was your thinking in using this almost serialization style in Scott Pilgrim,
although it s not a serial? Is that a means of pacing, or ?
It is, it s because I don t really break down the chapters the same way. You would i
f it was serialized. I like to tell the story as the story, rough and tumble. An
d I think I started reading it as more of an aesthetic choice, even with the siz
e of the books and things like that I just wanted it to resemble manga as a pres
entation. Not even because I wanted it to be manga, just sort of that effect.
When you re doing different chapters of Scott Pilgrim, as the volumes have gone on
, have you gotten a lot of feedback from editorial or from readers?
Not from editorial. No, Oni doesn t really edit me so much. I used to be really re
sistant to the idea of editing, so I think they kind of decided just not to talk
to me about it anymore. [O Malley laughs] But somehow I ended up liking it. I gue
ss chapter by chapter, not really so much. I think they just want to see the boo
k as a whole, which is how I want it to be, I guess.
Do you continue now to use full scripts? Do you work it out by chapter?
I do. I tried to, in the new book I m working on [Scott Pilgrim vs. the Universe,
2009], to use the chapters more to my advantage. And to the reader s advantage too
, just to tell a soft of complete story in each chapter, like to have the beats
and have it be satisfying by itself. Because I feel like sometimes I really drop
the ball on that. The other thing I m trying to do is, just for myself, to do eac
h chapter and then move on to the next one. Which I ve never done before, it s marve
lous and new. Because working on a 200-page book is insane, it boggles the mind
everyday. The chapters are about 30 pages, so if you can conceivably do that in
a month or so it s really cool, instead of having it to be, like, oh my god, I am e
ight months from finishing what I m working on right now, and then just wanting to
go lie down. Because that s how I feel everyday. [laughter]
So do you feel, concentrating on chapters, there s more improvisation in the story
telling, or are you as deliberate as you were before?
No, I m if anything more deliberate now. I did write out this book, it took me a r
eally long time. It took me, like, eight months to script the whole thing. I rew
rote it three times, I think. And I just want it to be really solid and complete
as a work and to call back to the right things in the previous books and to set
up the plots in the last book [Scott Pilgrim s Finest Hour, 2010]. It s a balancing
act.
From "Scott Pilgrim & the Infinite Sadness" (vol. 3)
I ve noticed particularly in vol. 4 [Scott Pilgrim Gets It Together, 2007] there s a
pretty big artistic leap from the previous ones. It was airier, essentially. Th
ere s more space in it. When you re finished with one volume, do you consider the ne
xt volume as this is what I want to try and break myself into next ?
I think so, to some degree. But I think a lot of it is just sort of a natural ti
me thing. Just the fact that it takes me a certain amount of time to write the b
ook? And during that time I m not really drawing as much, I m not drawing steadily,
so by the time I pick up the pen again some things grow in unexpected ways. So i
t always changes a bit. I feel the new book has just as much of an artistic leap
as the last one. The airiness you were talking about in vol. 4 I stopped puttin
g shading on characters, because I noticed they don t do that in manga. And then I
realized that it made a lot of sense. So I m trying to keep the characters more o
pen. Tezuka does that; the characters are just fat, round shapes, and they don t g
et it s really hard to describe. But I thought that would be better, so they ve got
more white space, black space, and that s it.
Scott Pilgrim has always come off to me as kind of an index of things you enjoy.
It seems a very comprehensive mix of your interests. Like, in vol. 4, there s rom
antic stuff, and then right after that would be pulling the blade of love out of
him, and then there s a Ninja Gaiden kind of showdown. I m wondering, a lot of the
do you do much video gaming these days, by the way?
Not nearly as much as I used to, because it s time. If you want to get graphic nov
els finished you can t play Grand Theft Auto. They re mutually exclusive.
A lot of the video game stuff in Scott Pilgrim seems based in the 8-bit Nintendo
period.
Yeah, it s a lot of looking back, and it s not even just the Nintendo. A lot of it s l
ooking back to when I was 12, which is the whole feeling of living your life tha
t way. The one thing I do play is my I have a [Nintendo] DS now. Actually my pub
lisher bought it for me for my birthday. Which is a bad idea. [laughter] It s real
ly good because you don t have to play it for hours and hours, days, nights. They
have a lot of older games being revived for that system, and it feels more like
I like video games to be.
The presentation in Scott Pilgrim of these elements, would you say some of it is
an expression of your past?
Yeah, definitely. A lot of it is about memory and nostalgia. It s not really to be
taken completely literally.
I admired how, starting with the second volume, there starts being flashbacks, a
nd it becomes this decade-spanning story. Were you especially looking back on yo
ur life at that point?
I think so. There s a lot of I definitely am. Like I said, it s about memory, and it s
about this guy s one year of his life.
8 Responses to A Conversation With Bryan Lee O Malley SPX 2008 RADIOMARU.com | A Con
versation With Bryan Lee O Malley SPX 2008 says:
June 27, 2010 at 9:28 pm
[...] Read it at Comics Comics. [...]
Reply
biLL says:
June 28, 2010 at 3:43 am
what great advice at the end! video games have way too serious a hold on my free
time, but now that O Malley has green lit video games, to blazes with school, its
trophy unlocking time!
Reply
mang says:
June 28, 2010 at 11:07 am
Everytime I look at his style I can t help but think of Powerpuff girls. Everyone
is talking about how this is a mix of american and manga style, how this is some
kind of revolution, it s new . (and the same with that king city guy) It just seems
like it s ripping on mainstream american cartoon takes on big eyed manga. For the re
cord Cartoon network was doing this in 1998.
Reply
Comics A.M. | The comics Internet in two minutes | Robot 6 @ Comic Book Resource
s Covering Comic Book News and Entertainment says:
June 28, 2010 at 11:28 am
[...] Creators | Joe McCulloch transcribes a Q&A session with cartoonist Bryan L
ee O'Malley from the 2008 Small Press Expo. [Comics Comics] [...]
Reply
Frank Santoro says:
June 28, 2010 at 12:52 pm
Thanks for clueing us in Mang.
Reply
vollsticks says:
June 28, 2010 at 2:09 pm
I was really put off by the covers of those books but a friend more-or-less FORC
ED me into reading a couple of volumes .the cartooning wasn t what I expected at all
. His line s a lot less slick and livelier in the interiors. I think O Malley has i
ntegrated his influences with his own thing really smoothly those covers are still f
uckin atrocious, though!
Reply
joe mcculloch says:
June 28, 2010 at 2:35 pm
Actually, to clarify the record, Craig McCracken was working in the powerpuff st
yle since his student days at CalArts in 1992, where the characters were called
the Whoopass Girls. But there were NA comics pursuing an anime-manga style befor
e that; the big-eyed look would date back at least as far as Ben Dunn s early stuff
in the mid- 80s (just off the top of my head; there s probably some earlier preciden
t), while Frank Miller was working through Goseki Kojima s gekiga influence in RON
IN starting in 83.
Anyway, big eyed begets a lot of variations, even just sticking to superficialitie
s like, I don t think SCOTT PILGRIM and KING CITY look much alike at all. I don t eve
n think I d use that designation for Brandon Graham s stuff what s particular about the
works in any case is their themes, mechanics and format, not their usage of sur
face-level anime/manga signifiers. There s a long history of that in NA comics.
Reply
joe mcculloch says:
June 28, 2010 at 2:40 pm
(Of course, I m setting aside the stated RUDOLPH THE RED-NOSED REINDEER connection
for the sake of digression )
Reply