Thirty-plus years later, those Moore stories are both shockingly modern and shockingly old-fashioned: cold-eyed about humanity and the place of superbeings alongside it, but utterly besotted with their own wordy narration. These are intensely told stories: Moore in the '80s was the culmination of Silver Age style, all captions and explanations and background and atmosphere, cramming all of his ideas and poetic descriptions into each twenty-three page issue, exhausting every concept as soon as he introduced it.
Swamp Thing, the character, was a scientist named Alec Holland, working on a "bio-restorative formula" with his also-scientist wife in what looked like a barn deep in the Louisiana marshes. (This all made sense in the early 1970s, when ecology and back-to-the-land were huge.) The usual evil forces of international business sabotaged his work: his wife was killed and Alec, permeated with the formula and burning to death from an explosion, fell into the swamp. He arose, a few days later, as the slow-talking Swamp Thing, to stop those evil businessmen and battle weird menaces around the world for at least the duration of the early-70s horror boom. His first comics series ended after 24 issues of slowly dwindling sales and quickly increasing gimmicks to try to reverse the sales drop, and was revived about a decade later when a cheap movie adaptation came out. The same slow-death started setting in, with similar results, and the second series began to look like it would run only about as long as the first.
And then Alan Moore took over writing what was then Saga of the Swamp Thing from Martin Pasko with issue #20. His first outing was a clean-up effort, tying off "Loose Ends" from the Pasko run, like a concert pianist running a few scales to warm up before diving into the meat of the program. A month later, he delivered one of the most influential and iconic single issues of any comic, "The Anatomy Lesson," where he carefully explained that Swamp Thing's origin and explanation made no sense whatsoever, and started the path to what he declared was a better foundation for the character. (He was right, and he shouldn't be blamed that a thousand others have tried to do the same thing to a thousand other characters since then, with not necessarily the same level of rigor or success.)
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(As a sidebar, it's interesting to note that the editor on those early Moore Swamp Thing issues was Wein himself -- it's a fantastic example of a creator nurturing stories that reinterpret, even replace, the work he did earlier.)
That Swamp Thing run was one of the first to be collected in a comprehensive way soon after periodical publication, as the comics industry started to realize what the book industry had known for several generations: a creative property you can keep selling in a fixed form for years is vastly more valuable than creative properties that you need to refresh every month. The complete Alan Moore run is currently available as six trade paperbacks, under the overall title The Saga of the Swamp Thing, reprinting all forty-five issues with introductions by various people. (Not including Moore, though, as anyone who has heard about his contentious relationship with DC Comics since will expect.) If you're looking for those books individually, have some links: one, two, three, four, five, six.
The first thing to note is that the divisions between books generally make sense: they each collect eight issues, except Book Five has only six, and they tend to break at important moments. This is partially an artifact of comics-storytelling norms of the time: then, a three-issue story was an epic, and anything longer than that was remarkable. (Of course, subplots would run longer than that -- I mentioned Claremont up top, and he's one of the major originators of the throw-in-hints-of-the-next-four-stories-in-each-issue plotting style -- but the actual conflict in any issue would be done within fifty or seventy pages nearly all the time.) But Swamp Thing also tended to run to story arcs, more and more as Moore wrote it; it's one of the origins of that now-common structure. So it's partially luck, partially planning, and partially the nature of these stories that makes them break down as cleanly as they do into volumes. It means that a reader can come to this series thirty years later -- it's now impossible to come to it any earlier, if you haven't already -- and take it one book at a time, as her interest is piqued. (Or you can run through all of them quickly, as I did.)
Book One leads off with #20, "Loose Ends" -- not generally included in Swamp Thing reprints for the first decade or so, as DC presumably wanted to start with the bigger bang of "The Anatomy Lesson" -- and runs through the continuation of that story with Jason Woodrue and then a three-part story featuring Jack Kirby's The Demon. These are the foundational stories, in which Moore resets everything about the series: tone, cast, mood, atmosphere, even genre. (There were horror elements in the earlier stories, obviously, but Moore moved it definitively from "superhero story with horror villains" to "horror story with a muckmonster hero.") The Woodrue story also has a nice cameo by the Justice League, cementing Swampy's place in the "real" DC Universe. Swamp Thing, and the Vertigo imprint that eventually grew out of it, would have a complicated relationship with that continuity over the next few decades -- as that continuity itself got more complex and self-referential, in part driven by the work Moore did here and other writers did in a similar vein -- but, when it began, it was just the weird corner of the same universe.
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Book Three is the bulk of the "American Gothic" storyline, introducing John Constantine -- who has gone on to fame on his own, with a very long-running comic and a movie that was at least higher-budget than any of Swampy's -- and sending Swampy cross-country to see and confront growing horrors in the world: nuclear waste, racism, sexism, and (of course) aquatic vampires. Here the art continues to move around a small team: Rick Veitch pencils one issue (he also helped out on some pages in two issues in the first volume), Alfredo Alcala inks another, and Stan Woch pencils a third. The team is clearly moving resources around to maintain a consistent visual look and at the same time maintain that punishing monthly deadline. These stories are the heart of Swamp Thing as a horror comic: Moore is taking individual concerns of the then-modern world (mostly; the aquatic vampires aren't particularly emblematic of anything) and showing how they can be twisted and made horrible.
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Happened? Nothing has happened. Everything has happened. Can't you feel it? Everywhere things look the same, but the feeling...the feeling is different."One can admire Moore's writing and plotting and still think this is a remarkably deflating denouement.
Book Five is another group of transitional stories. First, because the art team switches to Veitch and Alcala, except for one issue in the middle drawn entirely by Totleben. And, more importantly, because it moves from the aftermath of the "spiritual Crisis" through the arrest and prosecution of Swampy's girlfriend Abby in Gotham City -- and Swampy's subsequent assault on that city through a massive green-ification project -- before Swampy sets off, unexpectedly and not by choice, on his next story arc. At the risk of spoiling thirty-five year old stories, he's catapulted off into space, where he needs to learn how to modulate his wavelengths (more or less) to get back home.
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It all ends on a happy note: Swampy is back where he belongs, having learned more about himself and the universe and having found something like peace. If the series had ended there, it would have been an ending -- but popular comics didn't end in 1987 just because they had a good place to do so.
Instead, the next month there was a Veitch-Alcala issue, launching a new plot arc. Veitch continued the concerns and manner of the Moore run -- though with somewhat less of the overwrought narration, which was becoming outmoded even in the late '80s -- but ran afoul of DC brass a little over a year later, during a time-travel storyline that was to culminate with Swampy meeting a certain religious leader in Roman-occupied Palestine.
But that's all another story: a story not collected in the books I'm writing about here, and in fact never collected, since it was cancelled and twisted and broken in the process.
Moore wrote forty-three issues of Swamp Thing over a four-year period, including at least three double-length issues (and, again, Veitch and Bissette also each contributed one script as part of the overall plot line). He worked with a team that ended up being fairly large -- Bissette, Totleben, Veitch, and Alcala most of the time, McManus and Randall and Yeates and Dan Day stepping in here and there. But the whole thing does hang together -- it's not quite one story, but it's a closely related cluster of stories, with consistent themes and concerns, that took a fairly conventional "weird hero" and turned him and his world into something new and strange in American comics.
Others have built on this foundation since then: most obviously, Neil Gaiman with Sandman, who got the luxury of a real ending and who was able to take a stronger hand at choosing art teams to go with specific story sequences. But Sandman could not have happened without the Moore Swamp Thing, as a thousand other comics could not have happened -- all of Vertigo, for example, and most of what Image currently publishes, and Mike Mignola's Hellboy universe, among many others.
Modern readers might find the Moore Swamp Thing much wordier than they expect: he was the last great Silver Age writer, a decade or two out of his time, when he wrote these comics. They're all good words, deployed well and to strong effect -- but we have to admit there are a lot of them. The coloring is also clearly '80s vintage: very strong for its time, and pushing the limits of what could be done with newsstand comics in those days long before desktop publishing, but still clearly more limited and bold than what we're used to today.
All those things are inherent in reading older stories. And all stories are "older" before too long. The strong stories are worth the effort -- frankly, even new strong stories require some effort, since that's one of the main things that makes them strong.
You should read the Alan Moore Swamp Thing, if you have any interest in comics or horror or superhero universes or ecology in literature or spirituality or transcendence. If you're not interested in any of those things, well, it sounds like a dull life, but good luck with it.
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