Showing posts with label Captain Britain. Show all posts
Showing posts with label Captain Britain. Show all posts

Oct 20, 2025

Alan Davis 1985: Cap. Britain, Marvelman, The Fury

Above, selected excerpts from an interview with ALAN DAVIS, conducted by Les Chester the 26th of September 1985, published in Amazing Heroes n. 85, December 1985. It's a must-read! 
[...] Amazing Heroes: What is the difference in your approach to Marvelman and Captain Britain?
Davis:
Well, I try to get into any character I work on, so that I don't have to resort to stock figures and poses. I feel that if you understand the character, the movement and body language suggest themselves.
Marvelman was meant to be the perfect male, with a godlike presence. So I focused on his grace, and gave him a slightly effeminate face since a male face that is neither rugged nor tough appears more feminine. It also added to the perfect
serenity that a being with so much power might generate. Captain Britain on the other hand is a brawler, he is arrogant in a childish fashion, he is big, bulky and swaggering. Totally without the grace that personifies Marvelman. The process is more complicated and thorough than the simplified version I've described, but that's basically the way I handle it.
It's nothing terribly original; I think a lot of artists must work that way.

[...] AH: How do you feel about the characters D.R. & Quinch?
Davis:
I'm very proud and fond of them; they're easy to draw, they look funny no matter what they are doing, and it was fun to see what they could do and how far I could push them.
They had taken me a long time to design, and they evolved, as all characters do, as I familiarized myself with them and learned how to use them to best effect. I also enjoyed the fact that the characters and set-up owed a lot to the film Animal House.
It's one of my all time favorite comedy films.

AH: What was it like working all the time with Alan Moore?
Davis:
We had a good working relationship. We exchanged a lot of ideas and it was very fulfilling for me to be able to contribute to stories and not just be the artist on the job. I think it's only natural to have ideas involving the character you spend a lot of time drawing. It was good to be able to get our heads together and plan issues ahead. It was much more involved than just receiving scripts. It was very fulfilling.
AH: How do you rate Alan Moore's talent? 
Davis: As a writer, very highly. Apart from his inventive use of words and dialogue, he can think laterally and see old situations from new angles.

[...] AH: Could you give specific examples of ideas or stories you've contributed to the “Captain Britain" strip?
Davis: The "Captain Britain" story in Daredevils #2 was based on a solution I suggested to Alan [Moore]. The problem was that Alan wanted Brian Braddock to return home to Braddock Manor, but it had been destroyed by S.H.I.E.L.D. bombers in a previous story. My solution was that since the Manor had contained a computer that was capable of creating holograms, it would have projected a decoy image of the Manor that was bombed whilst it concealed the real Manor. Then, when the danger had passed, the Manor would take on the appearance of a bombed-out ruin. .
In contrast to this, my only input to the story in Daredevils #3 prior to the script was to give Betsy purple hair which would be a shock to Brian who had been in other dimensions for a number of years. In that story I made a few post-script changes, which are usually totally visual, window-dressing that have no effect on the story content. I gave Slaymaster a rubber mask disguise instead of a slouch hat and a trench coat, and substituted "The Jazzler," an electrified knitting needle, for the knife that was to have been his assassination tool. Another, less obvious, contribution, was for the story in Mighty World of Marvel #7, "The Candlelight Dialogues.” Alan was having problems trying to come up with a structure to carry the elements of the next storyline. l'd just read Batman #347 and suggested that we use the storytelling device used in "The Shadow of Batman"; that is, eaves-dropping on a conversation that connects the events.
As I've already said, it was exciting, interesting and very fulfilling to be involved in the stories on such a basic level. Alan was always prepared to listen to any ideas, which was refreshing since some writers see artists soley as "laborers" to bring their ideas to life.

AH: Was there any similar input on "Marvelman"?
Davis: Nothing major; "Marvelman" was really Alan's baby, though I did influence general characterization and more specifically, the nature of the alien ship. The only really direct input l supplied was second-hand. That was "Out of the Dark" [Warrior #9] where Marvelman is attacked by the S.A.S. I have a friend who is an ex-Regimental Sergeant Major and l explained the situation in the story to ask his advice on how to handle it realistically. He, incidentally, thought the whole story was absurd and childish; he doesn’t like comics. However, his outline for the troop deployment and battle plan eventually featured in the story.
[...] AH: What about the Fury [...]?
Davis: The aspects of The Fury I'm most proud of concern its “eyes.” As the series progressed, I refined the external pattern of the sensors so that they became a motif that was instantly recognizable. As another point of interest, I gave the Fury's "view of the world" an indicator of speed and distance, heartbeat and brainwaves, plus infra-red and X-ray vision, so that each character could be registered in an interesting way, usually displaying an aspect of the target's power.
This eventually led to the ruse where Zeitgeist attacked the Fury and didn't register on any level. [...]

Dec 16, 2021

Earth-616

Excerpt from an article published on Marvel.com. Full article available HERE
Marvel.com: I've heard some rumors about where the number 616 may have come from. But I want you to explain, definitively, where that number came from.

David Thorpe: Well, for years, I'd [gotten] emails from fans who say, “Why did you come up with 616?” And to be honest, I gave them each a different story. But, obviously, it's got something to do with 666, the number of the beast: 666 minus 50.

A nice, round number away from the scariest one.

David Thorpe: Yeah. Alan Moore, who took over the series, he was the one who actually put it into print. Let's be fair. And both Alan and I shared a big interest in magick and the occult. And I got into chaos magick, and then I think Alan did, and so did Grant Morrison and quite a few of us, you know, in the comic scene at that time in the '80s.
Full article available HERE.

Aug 10, 2021

Moore vs. Claremont

Page from Heroes for Hope. Script: A. Moore. Art: R. Corben.
Selected excerpts from Moore and Claremont speak out on writing, an interview published on Speakeasy n. 54 in 1985.

During the recent visit of the X-Men creative team to the UK, your intrepid reporters from Speakeasy cornered Chris Claremont after his mammoth signing session in Forbidden Planet for an exclusive interview. However, just as he was about to be whisked away in our bullet-proof limousine a familiar, if somewhat sinister figure lurched into view. It was none other than Alan Moore, who had just heard on the phone from the US that he had been voted Second Best Comics Writer in the Comic Buyer's Guide poll. As we rushed to offer our heartiest congratulations, he graciously broke the news to Chris Claremont that he had in fact been voted the First Best Comics Writer in the selfsame poll. Not believing our luck, we also bundled Mr Moore into the back of the limo, took the official Two World's Greatest Comic Book Writers to an exclusive eaterie, and pointed a tape recorder in their general direction. What follows is our transcript of this momentous historic occasion...

WOULD YOU AGREE THAT THE STRUCTURE OF YOUR STORIES IN THE X-MEN, CHRIS, ARE SIMILAR IN FORM TO A SOAP OPERA?

[...]

Alan Moore: I have just started writing the first book that I have ever done that could be remotely construed as a superhero team book. It's got a number of different super heroes in it...

Chris Claremont: The Charlton stuff?

AM: The Watchmen.

CC: What was the Charlton stuff?

AM: That's right. But I am glad that we didn't get the Charlton stuff now because the characters we have come up with are better. With that I found it's coming out like Thomas Pynchon in comics, it's so bloody dense. We've got twenty eight pages in there and Dave's working on a nine panel frame grid, so I've found it quite easy to set it up so that you can get all the characters in there. And also I haven't got Chris's problem in that I have just got to do twelve issues. I don't think that you see a supervillain throughout the entire twelve issues, so it's avoiding a lot of the classic hero/villain formula.

CC: The X-Men Ethiopia book is a nice case in point. Most of the first third of it is basically single character sequences: each of the X-Men as individuals goes through a significant trauma. It isn't until the end that they start acting as a group. In Alan's case he had Magneto. It took me the better part of a month to choreograph it, just because you have to keep track of where everybody's going and what everybody is doing. And depending on how on the ball your artist is, you have to be thinking characterisationally for all six, eight, ten, twelve characters, in terms of how they dress, how they look, what their rooms are like. [...]
One of the things that was so impressive about Alan's Magneto scene was the description of the office, and he lists the three books that Magneto has in the world: Nietzsche's Man and Superman, the other's a book on advanced physics, and the third was Pynchon's Gravity's Rainbow. I thought this is great! Not only is he brilliant and an egotist, but he has a sense of humour.

HOW DID YOU DO THAT?

AM: It was just the spines of the books.

CC: Actually Pychon's the only one that made it onto the panel.

AM: Not to worry. All that stuff is just detail so that other people can get into it. I agree that the establishment of invisible character detail, the stuff that is not on the surface, the stuff that is just subliminal - context - is an important thing. With Watchmen we tried to really go in for that. It's an extension of the technique that I used in Halo Jones, probably a lot different to the clear establishing that Chris was talking about, in that it's an extension of the idea of teaching parallel languages by dumping people in a room full of foreigners. Okay, the first time it's going to be hell and the first time it's going to be incomprehensible, but eventually your understanding of that world will be much more thorough. It's a long shot, but I think it's going to work because we have got a lot of space: we're working on nine panels of page as opposed to the normal six. That gives you half the book again and you've got twenty eight pages so, in effect you're doing a forty two page book or something, which gives you a lot of information. It's not a very big story either. It's a story that I could probably have told in three issues, but were telling it in twelve. It's not going to be padded, it's just that having twelve we've got room to explore all the characters.

YOU'RE TALKING ABOUT THE DETAIL A WRITER OR ARTIST CAN PUT IN OR NOT PUT IN...

[...]

AM: This comes down to one of the big differences between me and Chris, beyond any stylistic differences. It's purely in the way we work, in that Chris writes plots and then writes the dialogue, and I write a full script. I know that Chris has said he would find it very difficult to write a full script...

CC: Just because I'm a lazy sod!

AM: The only difference is that I wouldn't like to do it your way you know because of the amount of control. I write very, very full scripts. For the first episode of The Watchmen, the manuscript was 164, pages but that meant in each panel you've got a lengthy description and I'm describing everything in the panel. There's a scene where a character goes home and finds Rorschach, one of the other characters, waiting for him in his kitchen. It's a conversation and I knew how the character who found Rorschach there would be reacting, but I needed something for Rorschach to do. It's not a big thing, but while he's talking to the other guy Rorschach goes into the kitchen, goes over to the work surface, takes a sugar jar. He's just carrying on talking and in three panels you see him unscrewing the top of the sugar jar, then he just tips out all the sugar cubes while he's still talking to the other guy, and escapes them all into the pocket of his raincoat, and then just carries on talking. There is no more mention of the sugar cubes until about two scenes later, you're in another character's house and Rorschach's turned up there and while he's talking he pulls his mask up over his nose, reaches into his pocket, takes out a sugar cube, unwraps it, puts it in his mouth, pulls down the mask and just stand there going crunch crunch crunch while he's talking, and drops the paper on the floor. Four pages later you see the woman who is in the house frown, and pick up this piece of paper from the floor and dump it in the litter bin. It's an unimportant bit, but it establishes a couple of characters by a bit of business. Again with Watchmen we have to have an advert hoarding in the background. I told Dave (Gibbons) what the product is, we made up a perfume called Nostalgia and we see it on a hoarding in the first issue. In the second issue somebody's got a bottle of Nostalgia on their dressing table and that is the sort of depth and complexity that I find it easy to get doing a full script, which is one of the reasons I wouldn't be at home with a plot. It's a similar thing to what Chris is saying. It's a matter of control, making sure that everything is there for a reason. Nothing that is just "Oh well...". You think what sort of clothes is he wearing - "well it might be this, it might be that, it doesn't matter." If you know the character well enough you know what sort of clothes he is wearing.

CC: The conscious decision I made was to sacrifice a measure of that control for the advantage of the artist's contributory creativity. I find when I am working with someone like Frank (Miller) or Walt Simonson or (John) Byrne or Paul Smith or John Bolton, to name just a few, that there is a barrier: their suggestions, their thoughts of pacing. They know better how to visually construct a scene than I do; I know how I want the beginning, the middle and the end to go, but how we get there is mutable. [...] It's sacrificing a measure of control to hopefully gain a measure of creativity. The down side is that you end up sometimes having to write obscenely huge blocks of copy to cover screw ups.

AM: My attitude is the same as Chris's. I value serendipity, and I value the artists input a lot and with every script I have written, I write a full script and than say "Throw it out". That's all that they need, if you say that "Here's my full script; this is everything that I can think of that would look good in here. If you've got a better idea or if one of my ideas is bad and you think that you can do it better, then change it"; which means that all I am doing really is giving them something they can use as a jumping off point. With the Magneto sequence, at the beginning Magneto is looking at his reflection in the Cerebro helmet, and in the last panel you have a corpse looking at their reflection in the old Magneto helmet. That gives the three pages a symmetry that binds it together. If I'd just worked from the plot, it would be unlikely that you would get that. That is the sort of thing that I value, the fact that you can impose a structure and then let the artist... Well, take Steve and John: they come up with some incredible weird shit. It's what I ask for - I might say "Now we want some horrible sort of war fantasy" and make a few suggestions - but they will be putting their own minds into it. I think it's the job of the writer to inspire the artist in one way or another.

[...]

DO YOU THINK THE CONTRIBUTION OF THE WRITER IN THE COMICS FIELD IS UNDERRATED?

CC: Oh I think they are. [...] I think any good artist worth half a damn will tell you this, that we're the ones who start the story. The artist may come in and say "I've got a brilliant idea for a story", but the writer is the one who hammers it into shape. The major flaw I used to find among artists who write was that they would come up with great individual stories, but it would not hold as a series. If you talk to people like Frank and Walter and John and Howard, who are writers, they will more often describe themselves as writers who draw as opposed to artists who write. The misconception is that our job is to put the words on the page, and it isn't. Our job is to tell the story that puts the art on the page. What we're there to do is to give the artist the framework, the images, whatever, that he or she converts into the pictures. Then we take the words to point the pictures in certain directions but it's getting the pictures on the page first that's important and that's where we earn our money. That was always the polarity in Marvel because you were paid $25 for a plot and $480 for a script, and the first thing that Shooter did was to reorient that and establish that we have a plot rate and a script rate, and the plot rate is half the script rate. In my case that's where I do 90% of my work; scripting is easy because for me anyway 90% of the work is about when I write the plot.

AM: Going back to what you were saying about an artist's considerations when it comes to write - this is not a general slur of all artists - but a lot of artists will obviously think in terms of visual considerations because they have got to sit there and draw the book, which is about five times the actual physical labour that me and Chris have put in. So they are going to think "I want something nice to draw". Just as a random example, with Captain Britain when I was working with Alan (Davis), since he has been doing the script before me, we both had lots of input into it. Alan liked the idea of drawing a lot of super hero characters. He liked the idea of bringing in the Special Executive and adding about six more members to them, and he liked the idea of having lots of characters around because it gave him new characters to design, new characters to draw. After a while I found when I was writing it - I wanted to give Alan everything he wanted - but I found that you were eventually getting a script that was swamped in characters, because once you created these characters who look good for their five panel introductory fight scene, they are still hanging around. Unless you are going to have them to just dematerialise then you have got to think of something to do with them, and the more characters you get the more difficult it becomes. I read an interview with Alan where he was saying that he got bored with some of the Captain Britain stories because Captain Britain was becoming a background character, and this is the difference between artists' thinking and writers' thinking. Writers have to think in a tapestry, they have to think "Well okay, I could do this now and it would be really really flash and it will be really good for these three pages, but it would diffuse something I've got coming up in a month's time, something I've got coming up in two months' time, it would spoil this little relationship I've got building there: it's not worth it". You tend to think in the long term, in the overall picture, rather than in terms of what is going to be good for that week's work.

[...]

AM: I like to brutalise the readers emotionally as much as possible, because so much culture is deadening, so much culture has no emotional impact. Culture is more to do with avoiding emotional impact - muzak culture, where all of the emotional high peaks have been edited out. If I was going to do anything in comics, I would like to think that I was going to do something that was going to upset people in one way or another.

CC: Make them think. A friend of mine in Michigan sent me the xeroxes of Alan's run on Captain Britain. I read it in one sitting, and I said to myself "Shit, I created this little book?" It bore no resemblance, but what was flattering was that Alan built on the stuff that I set up. [...]

AM: With the Captain Britain stuff, when I read it through - I mean, after you left the book there was there was an awful lot of, I mean really...

CC: Well, when I was on the book it wasn't all that great.

AM: You were limited to start with because you had got a cross between Spider-Man and Captain America in Britain, but when I went through it I felt that my job is to accept that all this is real on some level, and that all this happened - much as I wish most of it hadn't - and try and come up with some overstructure that will accomodate all that, while emphasizing the better elements.

CC: When I got to the end my first reaction was "Wow!" this is like a great roller coaster ride, this is neat! [...] To me, the way to do it is through the emotional context: I was caring about Brian and Betsy and, Christ!, even Saturnyne and the Crazy Gang I felt so bad when they all got chewed up. And when this little tadpole got himself incinerated right off the bat. Actually, I felt sorry for the Fury - aww, poor little unstoppable killing machine!

AM: What can you do if you're an unstoppable killing machine? You're not going to have many options, are you?

CC: But it was challenging, it was exciting. Ronin was, almost. Eisner, if you want to go back to basics.

AM: Love and Rockets - good emotional character stuff there.

CC: And a woman who is getting fat.

AM: That's good

CC: The reason I love Love and Rockets is because Maggie is getting fat. I am doing it with a boy: Sunspot is becoming a chocoholic, he's going to gain weight, but that's a boy. Boys's get fat. Karma got fat, but it was a joke.

AM: It's not taboo to have an ugly boy in comics. It's not taboo to have a less than physically perfect boy. To have an ugly girl that is sympathetic is a move that I'm waiting for. With Captain Britain, it was mainly Alan (Davis), but when he made Cobweb really, really ugly and really, really interesting and nice, I thought that was great. That Megan character - I must admit the latest ones that I've seen she is made a lot more attractive, and I think that's a shame. From my point of view, the more ugly, sympathetic people in comics the more that we can get away from this perfect ideal of blemishless, acne-free teens, the better.

[...]

Mar 30, 2012

AM Portrait: The League of Extraordinary Characters

Art by Matt Kindt
From the Alan Moore: Portrait of an Extraordinary Gentleman book (2003, Abiogenesis Press), a funny 2page strip - titled The Animated Adventure of The League of Extraordinary Characters of Alan Moore - featuring a lot of Moore's characters written and drawn by the great MATT KINDT. It was originally printed at page 294 and 295 of the original volume. Posted on this blog with the kind permission of the author. Thanks Matt!
Art by Matt Kindt
Matt Kindt is the Harvey Award winning writer and artist of the comics and graphic novels MIND MGMT, Frankenstein: Agent of S.H.A.D.E., Revolver, 3 Story, Super Spy, 2 Sisters, and Pistolwhip. He has been nominated for 4 Eisner and 3 Harvey Awards (and won once). His work has been published in French, Spanish, Italian, and German.