Neil Gaiman - British Fantasist in an American Market

The Sandman: The Dream Country (Volume 3) (1990)
American Gods (2001)
Interworld (2007) - With Michael Reaves
Neil Gaiman

The Dream Country is third volume of the acclaimed The Sandman series but is stand-alone. This edition also contains the original script for the first of its four stories, Calliope, which might be of interest to students of illustration. Much of The Dream Country has been translated to film very effectively as part of a Sandman TV series shown on Netflix. If we are to be honest here, Neil Gaiman was engaged in a project to bring Tales from the Crypt up the literary and artistic food chain. There is no doubt that he succeeds admirably in his task, aided by a series of excellent illustrators, but the stories, with the exception of his re-thinking of the origins of Shakespeare's 'Midsummer Night's Dream', are not complex - poetic and suggestive perhaps but not complex.

The first story, Calliope, tells of a writer's abuse of an incarnated muse, an exploitation that has its sexual side and which brilliantly makes a creative reader feel besmirched by his own potential for evil in following his artistic ambition. Gaiman and illustrator Kelley Jones' skill lies in making a captured Greek mythological figure into the type of sex-trafficked woman and the artist into little more than a sleazy punter or pimp - a reversal of romantic views of the artist and her muse that is truly horrific.

The second, A Dream of a Thousand Cats is a 'take' on another type of dream, not that of ambition but of dream as magical transformer of reality. This is a theme that we know from The Matrix but here it is expressed as the remaking of reality and their history by humans and cats in turn and intentionally leaves us with a sense of unease. It might also be read as a commentary on the potential power of religious faith, born out of suffering, to change the world although the unease remains just that, unease - there is no real evidence here that faith changes anything but the faithful or that the faithful have anything more to look forward to than homeless wandering and more pain.

The award winning Shakespearian tale is magical at two levels. It is English-magical in referring back to the Old Religion and the ancient countryside in a way that should have earned it a place at the 'Dark Monarch' Exhibition by the Tate some years ago on magic and modernity in English art. But it also revisits the issue of the price paid by the artist in his obsessive disregard for a greater personal creation than his play and his bargain with the Dark Lord of the the dream world for inspiration, a bargain as cruel in its way as that of the writer in Calliope.

Gaiman is different from many of his contemporaries in questioning here and occasionally elsewhere whether the imagination and magic are sufficient cause to abandon the world. The conclusion appears to be that he and other imaginative people can do no other but that they should be under no illusion that what they do is somehow inevitably better or nobler than the lives of ordinary mortals. This seems to be an attitude very different from that of the bulk of the English School of imaginative and magical writers, of which Alan Moore is exemplar, where the world of faery, alchemy, imagination and magic seem to be presented as an alternate reality truer than our mundane world. It strikes me as no surprise that Gaiman would find himself not only living happily in America but seemingly welcoming its modernity in later works. There is an ambiguity in Gaiman that might just, when history judges him, tip him into the very top rank of authors.

The final story, Facade, as if to confirm this thesis, is, by contrast very modern and very American, with a nod to the 'superhero' tradition that never really embedded itself in Gaiman's homeland except as entertainment import. In this case, we may have an Egyptian mythological back story and visual references to the Mummy tradition but the core story is one of mysterious government agencies and advanced bodily transmutation in which science rather than magic is dominant. This is the world of Superman if seen through a very dark lens. Ra's magic is as scientific in its way as the speculations of Stoker's main protagonist against 'The Mummy' in The Jewel of the Seven Stars nearly a hundred years before.

Taken together, the four stories are variations on the theme of dreaming a myth - of the incorporation of myth into reality, of the use of myth to change reality, of the creative interplay, with its dangers, of myth and reality and of science as a dream or myth in its own right. The Dark Lord of the dream world appears in two of them - where myth and legend are most obviously in sight. The other two have American settings and owe their style to the American comic book tradition. As in American Gods, Gaiman is merging European mythic and American popular cultural traditions with not a little genius.

It is probably no accident that Gaiman uses a quotation in a letter from the quintessential English writer of the supernatural, magic and the Old Religion, Arthur Machen, to the American James Branch Cabell in 1918 as one of his two introductory quotations. He also quotes separately that all writers are liars. The two quotations set the mood - an artist-writer hybridising two great traditions of magic and modernity but not believing that anything he creates represents anything bigger than a human imaginative creation. Pragmatic, sceptical, Gaiman uses but is not part of the English mystical-magical tradition.

Yet, at the end of the day, while the style is brilliant and the themes intriguing, the attempt to go beyond the comic book shows the weakness of the genre. In general, high quality books are far better than the films that they derive from - we think of Moravia's treatment by no less Directors than Bertolucci and Godard. On the other hand, films made from comic books and second-rate pulp fiction tend to be superior to their sources.

There is an intellectual hierarchy here whether we like it or not, albeit with exceptions on all sides. This graphic novel is far greater than most graphic material and it deserves re-reading but you sense that it is a stepping stone to the prize rather than the prize itself and has lost something by trying to do more than graphic novels can do. Still, it has to be in any respectable collection and Gaiman certainly gets the best out of his illustrators. You will not regret owning it.

As winner of the Hugo, Nebula, Bram Stoker, SFX and Locus Awards, Neil Gaiman's American Gods (later made into a Starz/Amazon steaming series) is a dark fantasy road trip that raised a lot of expectations. These are largely fulfilled. Gaiman is a little defensive in an associated interview about being a Briton who deigns to comment on America. But he has no need to be. He is not commenting on what America is but what it believes itself to be - that belief is so freely expressed to the world through American cultural dominance that anyone can enter into its spirit surprisingly easily who is prepared to spend significant time in, and travel through, the country (as Gaiman has done). Nevertheless, be in no doubt, unlike Stephen King, this is still a European looking in on America.

As always with such books, we need to make an effort to avoid spoilers. Deep analysis of a story that owes something to King yet cannot be called derivative is not appropriate. What we can say is that Gaiman bases his fantasy (not truly science fiction nor horror despite the Awards) on the simple 'spiritual' proposition that if we believe in something enough, then it becomes real in the world precisely to the extent that we do believe in it. The history of man, in this essentially pagan world-view, is the history of the rise and fall of its gods. These gods include not only ancient gods as we would understand them from history but the tools of later civilisation such as the railways, and now the media and internet, all become socially constructed as real persons who, in this book, can exist in the world.

The conceit of the book is that immigrants brought memories and beliefs of their gods to the New World where they became revised and derivative realities appropriate to their experience. The nature of North American culture places these beings under intolerable pressure. Instead of offering an honourable retirement in their original homelands, American progress pushes them down to the underclass as low-lifes, the marginalised and as criminals while the gods of the internet and modernisation ride around in limousines supported by the shadow agencies of the elite. This makes it sound as if the book has some political sub-text. This would be a misrepresentation. It is, like its time in history (written just before 9/11), passive and non-judgemental. Gaiman observes rather than judges, even has sympathy for the position of all the players in the game with a very English bias towards the underdog even when the underdog is a killer - albeit with a clear anger towards man's inhumanity to man.

Gaiman may have some sympathy for the old gods but he is not sentimental about them. The new gods, in turn, will pass one day, to be displaced from their high place in public estimation and so access to the good things in life (whatever the mode of sacrifice) by yet newer gods. These are memes made flesh. Perhaps Gaiman just appreciates the humanity within the old gods as they scrabble for their livelihoods and some semblance of power at the bottom of society.  If anything it is a humanist book - in which the heroes are not the gods at all but common men, not necessarily very bright but with a fundamental decency, buffeted by circumstances and manipulated by persons who never are what they appear to be. There is Shadow himself, his zombie wife Laura, local police chief Chad Mulligan - all ignorant creatures of forces beyond their control.

This is about common man who craves tranquillity whilst not understanding what is going on, even to the extent of craving non-existence at times as a final relief, but who can still be transformed by bad experiences and by the ability to take existential risk. Gaiman captures the psychology of change well, especially the 'forgetting' that happens (of the experience of change) so that a new state can be lived without constant reference back to the old through an unwanted constant remembrance of the transformation itself. The social reality of America can, of course, be grim. The improvements that come from making obeisance to the god of the moment (there is an important sub-plot related to the perfect Mid-Western town of Lakeside that would be a cliche if it were not so well drawn) always have a price.

The price paid by humanity for what the gods give is perhaps what concerns Gaiman (reading between the lines) more than the gods themselves. These latter are closer to the Greek than the Judaeo-Christian model - creatures who may be cruel or kind as whim and sentiment take them. They simply crave being believed in and noticed (through 'sacrifice'). We are just their pawns if they notice us as useful - at least until they cease to exist at all. Gaiman had originally come to prominence as a creative comic book writer (sorry, graphic novel author). That genre encourages the cultural magpie, creating new hybrids out of old material - hence the never-ending developments and cross-overs in universes such as those of DC Comics or Marvel or the almost encyclopedic knowledge of popular cultural forms that you find in Alan Moore or, indeed Neil Gaiman's, work.

It is a tendency is to be found in this book too, although, unusually, since the visualisation of comic books enables the self-referential and cultural cherry-picking to be buried in a context that the written word can often make trite, it works. An annotator could make references back to American popular fiction and culture on almost every page but Gaiman nevertheless makes the story stick because he is good at characterisation, because he makes many of the references allusive rather than sticking any cleverness down your throat and because he holds to his theme of confidence trickery, misdirection and stage management from the very first to the very last pages with consummate skill. This is what makes the book worth reading and worth the Awards. It is no mean trick for a writer to make us believe that the gods might actually exist and be living in your neighbourhood.

(The edition that I have reviewed is the author's preferred text. Not having read the others, I cannot judge whether this is an improvement on the published original but there seem to be no self-indulgences.)

Gaiman has become a popular culture industry all of his own spanning more media with more personal control even than, say, King, so it is no surprise to see him using material that did not work in one context in another. Interworld, for example,is a very enjoyable fantasy for young adults that should not be judged by the standards of adult fiction. It has the feel of being at the better end of Netflix. It is no surprise to find that Gaiman and his co-author Michael Reaves derived the novel from an original animated script for Dreamworks. It is almost certainly unfilmable (because of the complexity of the visual ideas) as anything but animation without losing what makes it good - the imaginative construction of different planes of existence. In fact, it would probably be weakened by even the best of animators.

While this is not a masterpiece of world literature and might be classed as a potboiler from the Gaiman factory, if you do not expect too much you should enjoy the authors' deployment of memes from children's literature, science, horror and fantasy within a very entertaining confection. The 'hero' Joe Harker is someone most adolescent nerdy kids could identify with (although Gaiman slips in a few British words and a little British humour into an essentially American small town story). The outpouring of ideas is a tour de force of imaginary excess. The attempt to create an interworld through which Walkers like Joe can travel is certainly not like anything I have read before - a Lovecraftian fantasy made rather joyful if that were possible. The science, of course, does not stand up at all but who cares in a fantasy adventure.

The 'moral universe' is also nicely simplified along classical lines as a struggle between science and magick (both evil forces at their extremity) with the Walkers trying to maintain a universal balance. There is even a reference to the mothers of Sparta to indicate a pagan influence. As for the villainous Dogknife and his evil sidekicks Lady Indigo (straight out of Oz) and Scarabus (via Ray Bradbury perhaps), the authors certainly know how to create a memorable and truly evil enemy. A challenge will be to do the same with Binary the science rival to the world of Hex in a sequel. Educated adults (at least those educated in pulp fiction and the classics) will enjoy the references from Gernsback to (of course) Lovecraft, all suitably re-engineered for a High School reader. When needed, small town life is as well drawn as Stephen King draws it.

Yes, lots of ideas derived from lots of sources but it hangs together as fantasy quite well so long as you really are very good at the art of suspending disbelief. If you are without imagination yourself, you will be bored and hate it.  This is a guilty pleasure for adults lying in bed feeling a little under the weather (as I was) and probably a real pleasure for many young adults.

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