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The Invisibles volume 3 #4-1 (2000)
Written by Grant Morrison
Art: #4 by Steve Yeowell/Ashley Wood/John Ridgway/Philip Bond/Jill Thompson/Steve Parkhouse, #3 by Yeowell/Rian Hughes/Ridgway/Paul Johnson/Michael Lark/Thompson/Chris Weston, #2 by Yeowell/The Pander Brothers/Ridgway/Cameron Stewart/Mark Buckingham/Dean Ormston/Grant Morrison, #1 by Frank Quitely

It's not great, but it's an ending that fits with how the series went overall. That is: the core themes are hammered in some more, some narrative is raced through while other narrative is dragged out, there's a wild variety of artwork, and a few well-chosen words and images stand out. I won't try to sum up my opinion of the whole thing right now, this is just about the last four issues.
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The Invisibles volume 3 #8-5 (1999)
Written by Grant Morrison
Art: Sean Phillips/Jay Stephens

After the previous four issues kicked off with a sense of things potentially moving into some new configuration, this next stretch circles around in a holding pattern that doesn't give much of a hint as to where things are going. But it does at least give us some contemplative time with Edith, an interesting character who'd been sidelined a long time; I'd been missing her, and her cynical-but-gentle point of view is one that Morrison seems to understand the series really needs as a counterbalance to the manic ideological certainty of other characters. We've also been getting a somewhat mellower King Mob, but a mellower King Mob just comes across as one of Morrison's letter-column travelogue pieces and I've already read lots of those, whereas Edith taking one look at de Sade's grandiose "I'm creating a new sexual utopia that will solve all psychological and medical problems" schtick and basically going "whatever, bless his heart" is (for me at least) pretty satisfying.
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The Invisibles volume 3 #12-9 (1999)
Written by Grant Morrison
Art: Warren Pleece/Philip Bond, except #12 by Bond

So we're back and it's the home stretch. I was surprised to see, now, that the gap after volume two was only two months in publishing time; somehow it had felt longer to me than the four-month gap after volume one. Maybe I was more impatient at the time because at the end of volume one it had seemed like anything could happen and it was cool just to think that the series might continue at all, whereas here it seemed like only a limited number of things could happen and I wanted them to get on with it. And the tone and framing of these issues basically announces "we know you've been waiting for us to get on with it." The reverse numbering* is a smart move because "this really is building toward something specific, the end is in sight" is something readers might be feeling a need for by now. Toward the same goal, there's a clear effort in the first few issues to check in with characters and ideas that have been important at various times, with a tone that suggests we're finally going to see them all come together in some unexpected satisfying way. I'm skeptical about that of course,** due to past experience and also because a fair amount of what we're getting here isn't so much exploring earlier ideas as just rehashing them with minor variations.
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The Invisibles volume 2 #17-22 (1998)
Written by Grant Morrison
Art: #17/19/20/21 by Chris Weston/Ray Kryssing, #18 by Ivan Reis/Mark Pennington, #22 by Weston/John Stokes

[Update: shortly after posting the original version of this, I learned a bit late that Grant Morrison came out as nonbinary/genderqueer last year and prefers "they". I'll respect that going forward and I'll revise past posts as soon as I have a chance.]

The big event that closes out volume two is that King Mob blows up Mason's mansion and tells him it's for his own good. That's a reasonable choice in several ways: 1. Mason's whole "I have all the money and I know all the secrets, whose side am I really on" deal was narratively a dead end, and incompatible with the "scrappy rebels with no time for logic" vibe that Morrison wanted to explore. 2. There's not much else left to do—nearly everything that was set up earlier has been either resolved or discarded, our heroes seem to have more or less won (and/or established that some aspects of the conflict are bogus* and don't need to be won). And 3. as volume two has often reminded us, explosions are cool; that's not an aspect of the series I ever enjoyed, but it's there, so we might as well go all the way with it. So, OK, but since I didn't like a lot of volume two I'm not too invested in a competent follow-through on volume two's plot threads and ideas. I'd rather write about the surprisingly effective and less literal-minded moments, of which there are a few more than I had remembered.
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The Invisibles volume 2 #11-17 (1997-98)
Written by Grant Morrison
Art: #11 by Phil Jimenez/John Stokes/Ray Kryssing, #12-13 by Jimenez/Stokes, #14 by Chris Weston/Stokes, #15-16 by Weston/Kryssing

The two halves of this section, besides looking very different (with Jimenez giving way to Chris Weston as the regular series artist), unfortunately illustrate two different ways to waste narrative space over the course of three issues each. There's some enjoyable stuff here, and some displays of style, and a feeling of acceleration toward the end of volume 2, but very little sticks with me from one issue to the next.

The first example, about Boy possibly being a fake persona for an enemy agent, is the kind of self-contained story where problem A that we didn't know about before is fully resolved by solution B, leaving almost everything else unaffected. The second is the opposite: it's all setup, bringing in one new ominous suggestion after another that, based on past experience, are unlikely to lead to much.
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The Invisibles volume 2 #5-10 (1997)
Written by Grant Morrison
Art by Phil Jimenez & John Stokes, except #6 by Jimenez/Keith Aiken/Michael Lark/Marc Hempel, #9 by Jimenez/Chris Weston [credited as "Space Boy"]/Stokes

After having blown up all the whatnot in the last installment, there's now more space to find other things for the series to be about. The big three at this point seem to be time travel (the psychic kind we've seen before), time travel (a different kind using machines), and getting more in touch with mysterious higher powers. It's all over the place, often alternating between tediousness and frantic complications that don't quite go anywhere, and there are a couple bits I would've been happy to have never seen, but at least there's variety. I do want to know where this is going—and this is the part where even though I've read it before, I remember very little about what happens, which might be a bad sign but does make it more suspenseful.
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The Invisibles volume 2 #1-4 (1997)
Written by Grant Morrison
Art by Phil Jimenez & John Stokes



When I mentioned the three-issue segment in volume 1 that introduced all the extra violence and shiny things and Phil Jimenez art, I said that even though that wasn't my favorite flavor of The Invisibles, there wasn't anything boring about it. That's no longer the case. I know it was probably necessary to slow down a lot in the storytelling department, and do some recaps and reintroductions to give the hoped-for new readers an easy start... but wow, some of this stuff is lazy to the point that it drags even when things are blowing up.
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The Invisibles #20-25 (1996)
Written by Grant Morrison
Art: #20 by Tommy Lee Edwards, #21 by Paul Johnson, #22-24 by Steve Yeowell & Dick Giordano, #25 by Mark Buckingham & Mark Pennington

I don't know what if any overarching structure Morrison had in mind for the series ahead of time, but by this point it's apparent that the current version of the series will be closed out soon and designated as Volume 1, and that the Phil Jimenez-illustrated Volume 2 will follow after a short break—so it's time to wrap up the current threads, reinforce the main things that Volume 1 has been about (establishing who the main team members are, the general kind of evil they're facing, and why Dane is so important), and drop in a couple of mysterious new things for us to be curious about during the break. These six issues do all of that in a way that to me feels pretty awkward about half of the time; for the other half, I'm still into it.
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The Invisibles #17-19 (1996)
Written by Grant Morrison
Art by Phil Jimenez and John Stokes

Even if you hadn't read any of the source material that "Gideon Stargrave" is a riff on, nor the author's note in the letters column where they tell you what that is, it'd be pretty obvious that the zany thriller nonsense that opens #17 and keeps recurring at intervals is not a jarring new subplot in the series, but an homage to or parody of something; a key quality of the style it's borrowing is that it very loudly claims to be a story, but clearly isn't one. There are several reasons it makes sense to throw in that kind of thing at this point. One (which I think any cartoonist can identify with) is that it's an excuse for Morrison to recycle some of their juvenilia and make it look really cool this time, like it was supposed to. Another is the in-story excuse: our critically injured dickhead hero King Mob (real name Gideon Starorzewski*) actually wrote this stuff, and has embedded it in his head in order to confuse enemy mind-readers. But there's also a practical aspect: you can't hire Phil Jimenez and not give him as much awesome shit to draw as possible.
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The Invisibles #13-16 (1995-1996)
Written by Grant Morrison
Art: #13-15 by Jill Thompson, #16 by Paul Johnson

The closest thing we've had to a deliberate structural device in this series so far, the idea of occasional one-off stories, didn't exactly happen as intended. But late in the first chapter of this next story arc, Edith Manning* gives us a new one—basically a story outline in the guise of a mystical insight—that right away feels like an obvious and good move: the team's been shaken up by finding and losing Dane, and now they're destined to each face some kind of personal ordeal, one at a time. That's a good excuse to finally give us some idea of who these people are, and even though we're already a whole year into this story, better late than never.
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The Invisibles #10-12 (1995)
Written by Grant Morrison
Art: #10 by Chris Weston, #11 by John Ridgway, #12 by Steve Parkhouse

When Morrison set out their plans in the author's note for issue 1, one of the more plausible parts was that the main plot would alternate with some single-issue stories about marginal characters. That can be a good approach in long serialized works, especially in fantasy where you can use it to explore some less-important consequence of the main premise, or see what the premise would look like through the lens of a different subgenre or a different kind of protagonist; it was often used that way to good effect in pre-Vertigo series like Swamp Thing and The Sandman. But, for whatever reason, that ended up barely happening at all in The Invisibles. This run of three standalone issues is pretty much it. So, given that they'll be the only showcases for this kind of storytelling, it's appropriate that they go in three very different directions: trying for extreme horror and social commentary and ending up with something a bit unfortunate; trying for something safer and executing it handsomely; and trying for something completely unexpected and ending up with an unforgettable and humane gut-punch of a story that's a high point of the series and really of this author's career.
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The Invisibles #5-9 (1995)
Written by Grant Morrison
Art by Jill Thompson and Justine Mara Andersen (credited as Dennis Cramer)

A few big changes are obvious at the start of this section, "Arcadia." There's extremely different art by Jill Thompson working with the prolific DC inker Justine Mara Andersen, which immediately gives the series a brighter and messier and more tactile feel, making our main cast look less smoothly iconic and more like a bunch of people with incompatible ideas of how to be cool; Dane now looks closer to 13 than 16, and King Mob is considerably less butch. The main cast gets more dialogue now (even though it's still not super clear who they are; more on that in a minute). And we're mostly leaving modern London behind, as the comic focuses on a time-travel mission to the French Revolution, alternating with interludes about Percy Shelley and Lord Byron that are pretty much unconnected to the plot and consist mostly of philosophical musings—plus a lengthy thesis on why Donatien Alphonse François de Sade was an important genius, which includes literally depicting a bunch of excerpts from The 120 Days of Sodom. Even though some supernatural monsters do show up and some of the theoretical content is genuinely interesting, this is the section where I can imagine a lot of Vertigo readers dropping out because they wanted a certain amount of basic genre satisfactions to accompany the mind-bendingness, or at least more of a feeling that Morrison is telling a story rather than showing us their notes for one.
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The Invisibles #1-4 (1994)
Written by Grant Morrison
Art by Steve Yeowell

If you get to the end of the first issue of this, which shows you a psychic teenager on the run from demonic authorities and visions and violence and gross things in jars and guns and explosions and a bizarre-ass secret agent costume and the ghost of the fifth Beatle, and then you look at the page-long author's note, the first thing you see is their advice to throw that issue away once you're done and not keep any comic books around (I failed to do this). Then, after a complaint about how no one appreciated Doom Patrol (which sounds odd to me now because at the time I thought it was generally considered to be cool), there's a statement of purpose for The Invisibles that's like... well, the author isn't holding back.
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This section is mostly about things that aren't comics and aren't by Grant Morrison. After that, I promise I'll get to the main subject.

The Final Programme (1968)
A Cure for Cancer (1971)
The English Assassin: A Romance of Entropy (1972)
The Condition of Muzak (1977)
Novels by Michael Moorcock

Moorcock needs no introduction from me, but here's one anyway. He's most widely known as an author of high fantasy; anything written in that genre after 1961 that has a sort of Gothic poetic sensibility and isn't a Tolkien riff owes a lot to his Elric series. He was also at the center of the hard-to-define-but-unmistakable New Wave movement in SF, during his time as editor of New Worlds magazine. He wrote some lyrics for Blue Öyster Cult. And he's the creator of the psychedelic fashion-forward homicidal incestuous metafictional dimension-hopping secret agent Jerry Cornelius, who appears in various forms in these four novels plus assorted shorter works.

That's the basis of Moorcock's gigantic animosity to Grant Morrison, who he thinks went beyond Cornelius homage into ripoff territory, particularly with Morrison's very early strip Gideon Stargrave and parts of The Invisibles. Moorcock has said that Morrison's done nothing but imitate him, which I don't think is true, but I do think anyone with any interest in avant-garde SF/fantasy who grew up in the '70s would be certain to absorb this stuff by osmosis even if they didn't like it—and Morrison clearly did like it. I wasn't a huge fan as a kid (at least, I thought not; I'll explain below), but I was pretty sure I had read these things too young, so I wanted to try again. Well... I'm still not a fan, but it's an undeniably unique work that I think might work better as an influence than as itself; that is, these manage to suggest all kinds of other interesting books that they're choosing not to be. John Clute in his introduction to The Final Programme makes about the best case for the series that I can imagine, and I can see what he's talking about now and then.
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While Karen Berger's project of bringing oddball British writers into DC Comics had produced a lot of distinctive stuff like Shade and The Sandman with "for mature readers" on the covers, it wasn't until 1993 that this became a separate imprint, Vertigo. From the start Berger tried not to focus on any one subject matter or style, so if you picked up a new Vertigo series you wouldn't know what to expect other than something genre-related and kind of morbid, very likely by someone British, with an amount of swearing and/or nudity that wouldn't have been allowed before, and a level of polished colorfulness that didn't fit with what "indie comics" meant in the '90s. Other companies had been dipping their toes in the mature-readers pool too; the miniseries I'm about to get to was originally supposed to be a Disney project (and if you think that's implausible: so was Enigma). But Vertigo was unusually successful partly because they had a good instinct for what people at the time either were already into, like Sandman-related stuff, or were about to be into but didn't know it yet, like steampunk.

The idea of putting SF/fantasy stories in a Victorian setting with lots of extra retro-styled technology had been around for a few years (I'm not sure what all the antecedents were, it's never really been my thing, much as I like James Blaylock), but it still felt somewhat new and didn't yet have the kind of following where you'd see people with brass gears on their top hats at every kind of genre fan event. It made sense to be trying different variations on steampunk in 1993, especially in comics: there was a general visual aesthetic you could play up with whatever level of shiny/grimy you preferred, and story-wise you could choose to treat it as just a lark or get into darker aspects of the period (say, Jack the Ripper, or colonialism, though the former tended to get about 1000 times more attention than the latter). But one approach that I'm pretty sure no one had tried before—and one that probably would've had no chance of being published if it didn't have Grant Morrison's name on it—was to leave both the milieu and the SF/fantasy element almost totally unexplored, and focus on a nihilist super-fop inspired by the works of Aubrey Beardsley and Oscar Wilde.
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A lot of odd things that happened in US mainstream comics in the '90s and late '80s would've been less surprising to people who'd been reading British comics about ten years earlier. The anthology magazines Warrior and 2000 AD produced heaps of wild SF/fantasy stories, some of which later got reprinted or continued in the US (Judge Dredd, Marvelman/Miracleman, V for Vendetta), but most of which never caught on over here due to being too stylistically different or too violent or too British for the time. These comics didn't look at all like what mainstream US publishers were putting out, nor like the glossy stuff that Heavy Metal was importing from Europe in the '80s; the art was mostly black and white, sometimes fantastically detailed and sometimes energetically amateurish, and the stories were a blend of SF and B-movie tropes from the last few decades with the attitude dialed up to 11.
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In this series of posts—to be written whenever I get around to them—I'll be rereading and talking about a 1994-2000 comic series written by Grant Morrison that's about (among other things) anarchist secret agents, demons, magic, mind control, time travel, psychedelia, conspiracy theories, aristocrats, teenagers, drag, and the end of the universe.
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