Scott
Pilgrim
How
to begin with Scott Pilgrim? Other than to say that its unique humor
and cultural and formal fusion have made my life qualitatively
better.
Actually,
there are many ways to talk about it. Let me try a few.
First
off, the comic book versus film. The film definitely has greater
pacing, plot-wise and and humor-wise. Watching the film, many of the
jokes are speedily and tightly executed, but I do remember a few
which I laughed at but couldn't get ("Be good. No, be
really good." "I will be so good."). But these
jokes specifically, like a candy that is too chewy to quickly chew
and so you must proceed slowly with focused mastication, help make
Scott Pilgrim unique. Not being able to quickly or completely consume
media makes it memorable. Like Dylan lyrics, something you can't
reduce, or comprehend and promptly write off.
So,
in the film, the jokes are tight. Reading the comic, I recognized the
source material of the jokes, but also saw a difference in how they
were rendered. The comic's sense of humor is intentionally of a
slacker-style. A humorous scene often ends without a final beat, and
I often found myself turning the page, expecting to continue a scene
or dialogue, only to find a whole new scene beginning. This became a
habitual thing, where I often checked to see if I had missed pages,
which isn't super easy, because most pages aren't numbers, and the
paper has a thick, dry quality which somehow denied my digital
probing (incidentally, I missed a page only once).
I
believe this flipping back and forth happened less frequently as the
six-volume series progressed, but there are other places where this
slacker, anti-professional, post-moderny sense of humor and
playfulness is exhibited - in plotting. The most glaring
plot-laziness I can remember is when Scott is fighting Todd, the
super-vegan, and our hero recognizes he can't beat him, and prays for
a deus ex machina to save him. Which, of course, then promptly
happens, in the form of the vegan police (who, hilariously, are only
armed with their hands making the gestures of guns - one of the other
great tropes of O'Malley's humor, the unexplained gags of the world
he's created). That's how O'Malley, the indie comic book auteur does
it.
But
see how the the movie does it differently - and better. The same beat
happens - Scott realizes he can't beat Todd. But then, Scott tricks
Todd into imbibing half-and-half, and this summons the vegan police.
Clearly a better plotting mechanism, as this shows linear causality
(the stuff of plots), and we get to fully root for our wily hero.
It
is hard to criticize an author who consciously makes 'weak' parts of
his story. It is done by artists sometimes to great effect for the
specific effect of emphasizing the artificiality of the
story/movie/book, which can highlight the relationship between author
and reader, or nudge the reader out the slumber of fictionland. I
think of the emotional painful one at the end of Richard Adam's
Plague Dogs, where he ends his story tragically, then has a
sonnet-dialogue with the reader who wants a happy ending, and then,
half-askedly, does just that, and writes a perfect and happy fairy
tale ending, an ending, though, that feels bitter in the heart, and
reminds the reader that the wishful thinking we have for happy
resolution in stories doesn't happen in the world. DFW and his
footnotes, Italo Calvino when he discussed how you bought the book in
your hand. I mention these few examples, because the technique can be
effective, and it often is in Scott Pilgrim (I enjoyed characters
consistently referring to previous volumes rather than explaining to
characters what had happened). Patching up plot, though, doesn't work
very well. But honor the impulse to do differently!
I
know how it feels, too. There is creative joy when working on a
story, and you're working in a genre, and you tie up a loose end by a
super-trope. In Blue Belt, in the epilogue, I originally just had
one lion randomly turn into a princess and fall in love with the boy.
I thought this was snarky-funny and sophisticatedly wholesome. It
was a knowing thinness, and that made it funny, though without fully
diminishing it's dramatically functional potential.
Then
people pointed out that I was wrong. My ending was easy, and it was a
funny (mostly to me), but it was lazy, and the audience let me know
that. I rewrote parts of the story, and, poof, the scene now has
causes and is a consequence, and now has dramatic-emotional
resonance, i.e. it works.
So,
the slacker/post-moderny sense of humor has its charm, and the young
artist might charm himself. But it doesn't make for a more engaging,
effective story.
Though,
anthropologically, the slacker tone is quite nice. In volume 3, where
we cut from fight, to pizza joint after the fights be delayed, to
brunch the next day, to the mall, to a concert, to work, and,
eventually, to another show and (finally) to the conclusion of the
fight, we have here a confusing situation of plotting - why don't
they finish the fight! Why all the delays! And we could mark it to
funny lazy writing, which we can, but it's hard to deny that it's
also a willing reflection of slacker, early-twenty something tone,
which is a vital and unique part of Scott and his universe. If this
were the story of young, responsible, go-getter, it would be all
fore-ground plot - battling exes is important! In the series, though,
we have a confusion of priorities, for the hero, and for the
narrative. Scott, as we see, consistently avoids conflict. But
perhaps he should be the one, and not the writer, avoider the
conflict for him?
* * *
Some
of O'Malley's humor comes from *** nature of the world. Things are
a certain way, and he doesn't explain it. Sub-space. Video-game
style fighting - video-game style fighting, where, if someone dies,
their body bursts into coins. This no big deal. Or even, what is
Scott and Wallace's arrangement, of Wallace paying for things and the
two sharing a bed, if not sexual? (It probably isn't, but the running
gag is that is't never made clear, and Scott is always uncomfortable
discussing it.)
Sometimes,
these unexplained things do get explained farther down the line, to
good effect. Such as, one of my favorite meta-comic moment from the
first book, the glow. The glow is drawn with bold, exuberant lines
around Ramona's head when she enters a very nervous, personal mood,
eyes bulging as she pretends to feel normal. The thing is, the other
characters can see these bold lines, and talk about it. In the final
book, there is an explanation of the glow, which has a satisfyingly
psychological edge. What their reader thought was style and symbol
turns out to be an actual presence in the world. This is genius, a
satisfying way to being awareness to the medium and style.
Sometimes
the unexplainedness of things bogs the reading down, as with the evil
exes. It is not the existence of them, or the league itself, but
specifically, their motivation, and, especially, the timeframe in
which they operate. In some volumes (such as 5), they appear in the
very beginning, but do not choose to fight til days (weeks?) later.
They just float around, hang out, sometimes send a robot to kill
Scott, and then, for no reason, kidnap Scott's friend. As a reader,
it was mildly frustrating not knowing what rules the exes functioned
by, or what would push them to fight. It made the plotting soupy.
The
fighting is something special. That people can fight as if to the
death, or to the death, and it's no big thing, and they can go meet
up for a drink or go their party afterwards; that Scott can be
fighting for his life and his friends just watch bemusedly as they
chat each other up - this is fun itself, but also suggests something:
perhaps, in Pilgrims world, fighting is an expression of tensions and
struggles people have with each other, and, in this world, people can
act on them, without it straining social cohesion.
* * *
To
discuss Scott Pilgrim, we must discuss the two main characters -
Ramona and Scott.
When
I first saw the movie, Ramona was clearly a problem. She wasn't a
character,;she was a hot, stylish girl who for no reason complies to
dorky Scott's desire for her, and is the prize if he defeats her evil
exes. Feminists tremble in wrothe agony at this film (when they're
not too busy enjoying it), and anyone interested in Story (the
capital 'S' here implies dynamic psychological interaction and
gut-wrenchingly potent representations of reality) should stay home
and watch In Treatment. I do think that the video-game-fighting
structure of the story avails itself to some neat interpretations -
to be with some one, you must overcome/they must overcome their
preconceptions with people who have formed their past experiences.
But this is not what the film's virtue rests on.
Ramona:
a girl who so identifies with her mystery-preservation and
run-away-from-someone-knowing-you mentality, as well as with,
externally, her system of evil exes (which she is complicit with: she
stays with Scott on the condition he will fight them). How can I root
for the relationship, knowing she is bad news for Scott? And so the
story, speaking from the heart of the audience (me), is a false
story. You don't win someone who doesn't want you. Her character
needs more agency if she is going to change and be with Scott.
This
was my first (and lasting) impression of the story, informed as it is
by my own life experiences, my own, as it were, Ramonas. (Sigh.) But
re-engaging with Scott Pilgrim, via rewatching the movie and reading
the comics, that critical reservation is overwhelmed by the humor and
vibrancy of the universe. The epic quest of the video game conceit is
foiled beautiful with the indie-hipster-geek-slacker sensibility of
all the characters, it makes me cry with love. It is a world where,
at a loft party, Scott can fight for his life against a robot as his
girlfriend and good friend Kim talk relationship and get drunk
upstairs, knowing Scott will be just fine. It is a world where
anxieties of male inferiority and status are enacted through fighting
(and killing) rival males who are cooler than you. Awesome! (I think.
Right?) It is a world where, no matter the suckiness of the
situation, or the laziness and selfishness of our hero, he brings a
buoyancy, shamelessness, joyfulness for trivialities, and manic
optimism that carry him and us through his quest.
This
almost brings us to Scott himself, an interestingly hard to pin-down
fictional entity. But one final look at Ramona. Specifically, at her
film and comic representations. My first impression is derived form
the film, where she is super stylish and hot, while Michael Cera
still is Michael Cera. In the comic, she is fashionable, but doesn't
exude the super-model out-of-you-league-ness she does in the film.
Also, in the comic, Scott looks cute, and somewhat stylish, and so,
though he acts like a boy, we feel he has some appeal, which is quite
different from the movie. But more importantly, their relationship
makes more sense, if not complete sense. Like all the sexual-romantic
relationships in the Scott Pilgrim universe, it is mostly sexual. It
starts off as hooking up. The two of them are just 'hanging out', so
to speak. People hook up in the comic, people go out with each other,
but there are no strong relationships. No commitments. Everybody is
trying everyone on, but no one is buying anything. And so, though the
book is not pornographic, we see Scott and Ramona getting it on a bit
more than in the movie, and so part of the mystery is resolved -
Ramona's getting her cookie. This gave her some agency, and, to my
satisfaction, it gave O'Malley's story-kudos for representing casual
youth sex culture.
The
two representations, comic and film, of Scott,go the other way
around. Scott is appealing in the comic (cosmetically), but in the
movie he is without sex appeal. This makes it easier to root for him
as an underdog, if it makes the story unbelievable. It makes the
story the fantasy of one overcoming men who are cooler and hotter
than you to get the hottest girl. Okay.
Though
it's important to note the film makers for their original instinct -
a truer choice, if a less satisfying one - that at the end, Scott is
more confident, but Ramona leaves him anyway, and he reciprocates
Knive's devotion and dates her. Interesting, though, is that the test
audience focus groups did not like this ending - they wanted Scott to
get with Ramona! The whole structure of the the story is built around
that. An artsier take is always to deconstruct the precepts a story
is built on - but the exuberance and, yes, simple-minded joy which is
Scott Pilgrim and our enjoyment of Scott Pilgrim, is infectious. We
want him to win.
In
the comic, I found I couldn't imagine Scott as in real life. I don't
say this is a criticism - it's interesting. He is supposed to both be
a loser and relatively cool - I think. It's hard to draw him into
real life because his conditions seem unreal - he has no job at the
beginning, and just lives off friends, I think. Money isn't expressed
as necessary, and not making money does not prevent Scott from having
a normal, bar-hopping post-college life. And Scott is a loser,
somewhat stupid, and not a good bassist, and yet people like him a
lot, and girl after girl are shown to fall for him. Why? Does this
look like anybody I've ever known, who wasn't just super hot? No.
This
brings to what I do like about Scott Pilgrim - he is not a
psychological character. He is a fictional stand-in for exuberant
selfishness and being extremely joyful for creature comforts (and
extremely emotive when these desires are frustrated). Especially in
the later comics, O'Malley draws Scott with bigger eyes, and in a
more cute/kawaii manga style, crying whenever there is the slightest
disappointment, or crying with joy for the slightest word of
encouragement (from the right person). Generally, O'Malley strips
Scott of having any interiority. Scott shows all his emotions loudly
and immediately. Scott becomes, not a person (people control
themselves, repress, have hidden thoughts, learn to not be selfish in
social interactions), but an animal, transparent and exuberant, and
is, in this way, utterly endearing. The audience can project, because
Scott becomes that part of ourselves that just wants everything he
wants, and doesn't want to work hard for it. He is a representation
of our childishness which doesn't survive in the real world on its
own, but, without which, our exuberance and joy would be much
diminished.
As
a final note here, I should say that, yes, Scott gets everything he
wants, and he doesn't really work for it. How is he the best fighter
in the province? Does he practice? Does he train? No. He just is.
Because... No because. The author wrote it that way.
Interestingly,
I read an interview with O'Malley, and he discussed this same point
with some criticism: "I feel
like culture is going this way, this kind of no-effort thing. Like,
Scott Pilgrim didn't have to work to be a superhero – he just kind
of is
one, when he needs to be one. Sometimes that makes me a little
depressed."
* * *
Final
note. Dorkiest note.
Scott
Pilgrim is also notable for -Video game referencing.
How
can I keep from singing? When so much of my youth was spent in love
with NES games, 8-bit violence, and here, I find loving homage after
homage to them. By the end, Pilgrim has became a Link, complete with
sword and upside-down tri-force. My giddiest moment would be, though,
for an obscure reference which I was surprised to find myself even
noticing. In volume four, the final battle with the evil
ex-girlfriend, the visual sequencing is lifted directly from the
opening cinematic of the original NES Ninja Gaiden (1988), itself
modeled after a Kurosawa-style samurai charge. I haven't played that
game since I was 10, but there it was, in my brain, waiting to be
remembered. There's also a scene of Ramona dive-bombing Scott as an
winged warrior with a sword that, I swear, is quotation of a comic
version of Legend of Zelda I read serialized in the magazine Nintendo
Power in the early '92, when I was 9.
I
bring these up - well, why? Is it happy nostalgia? Yes. But it's also
something more, and Scott Pilgrim is this also: a synthesis of video
game culture with story and comic and film. That is, a synthesis of
video games with smart adult culture. I imagine for many of us that
played and loved games - it is for me - that, on the road to becoming
adults, we put away childish things. I don't know anyone, other than
my brother, who I could make these video game references, mainly
because I hang with an artsy crowd that don't share these past
experiences (when I showed my brother the page I thought to be a
Ninja Gaiden reference, he got it with blinking an eye). Scott
Pilgrim is the only artwork I know that pays fulls homage, without
shame, to games.
There
is something alchemical that happens - kind of like with Tarantino,
wherein an artists loves a genre considered shlocky and low, but
loves it so much, so wholeheartedly, the he or she can produce a
rarefied version of it which is both schlocky and art, and is bold
enough to perceive the art and moments of elevation in schlock. Why
do people love video games? Why do people pony up and pay greenbacks
and hours to go see imperfect schlocky movies - all the time? There
is also pleasure in schlock, and a satisfaction in the form of the
medium itself, yes, but there is also hope for greatness, if only in
moments, that can be catalogued in the mind's great book of
pleasures.
What
I learned from Scott Pilgrim:
-
Some elements of story or world can be elegantly opaque - unknown to
the audience. To prevent the audience from a feeling they completely
understand something can cause them to become more engaged. Don't
show all your cards.
-
Don't underestimate the appeal of endearing-manic-self-absorbed
characters. We socialized people need that reminder of childish
selfishness.
-
Don't let a great story shape or structure blind you from making the
actual story good, and give the characters true motivations.
-
Love your subject material and theme and style unabashedly.