Alan Moore's entrancing fantasy masterpiece is collected in an all-new Deluxe Edition hardcover format featuring the spectacular art of J.H. Williams III.
Sophie Bangs was a just an ordinary college student in a weirdly futuristic New York when a simple assignment changed her life forever. While researching Promethea, a mythical warrior woman, Sophie receives a cryptic warning to cease her investigations. Ignoring the cautionary notice, she continues her studies and is almost killed by a shadowy creature when she learns the secret of Promethea. Surviving the encounter, Sophie soon finds herself transformed into Promethea, the living embodiment of the imagination. Her trials have only begun, as she must master the secrets of her predecessors before she is destroyed by Promethea's ancient enemy.
Complete with character sketches, variant covers and other bonus material, this new hardcover collection is perfect for any fan of this incredible series. Collects issues #1-12.
Alan Moore is an English writer most famous for his influential work in comics, including the acclaimed graphic novels Watchmen, V for Vendetta and From Hell. He has also written a novel, Voice of the Fire, and performs "workings" (one-off performance art/spoken word pieces) with The Moon and Serpent Grand Egyptian Theatre of Marvels, some of which have been released on CD.
As a comics writer, Moore is notable for being one of the first writers to apply literary and formalist sensibilities to the mainstream of the medium. As well as including challenging subject matter and adult themes, he brings a wide range of influences to his work, from the literary–authors such as William S. Burroughs, Thomas Pynchon, Robert Anton Wilson and Iain Sinclair; New Wave science fiction writers such as Michael Moorcock; horror writers such as Clive Barker; to the cinematic–filmmakers such as Nicolas Roeg. Influences within comics include Will Eisner, Harvey Kurtzman, Jack Kirby and Bryan Talbot.
(Click for full-size version of images in this review)
Promethea is the answer to a question no one but Alan Moore would have asked – ‘What if you tried to teach occult magic through the medium of a superhero comic?’ It is remarkable in almost every way, from the weirdness of its conception to the incredible beauty of its technical execution. With JH Williams III, Moore was united with perhaps his most spectacular artistic collaborator, and the results are stunning visually even when the narrative content appears to be abandoned altogether, which is increasingly what happens.
At first, the comic seems to be fairly standard stuff, if unusually good-looking. We have an alternate-reality 1999 (the year it appeared), where an advanced New York City is full of hovercars and patrolled by police flying-saucers. The city's leading superheroes are the Five Swell Guys, who are locked into a long-running battle with supervillain the Painted Doll. Against this background, a lowly teenager discovers a mysterious connection with an otherworldly force. All the trappings, in other words, of a typical DC/Marvel ‘futureworld’ seem to be in place.
Yet on closer inspection, the details are a little…off. Instead of superheroes, this world refers to them as ‘science heroes’. The leader of the Five Swell Guys is called Roger, yet is clearly a buxom redhead in a suit and tie, presenting as female. The city's mayor is unnecessarily complicated, suffering from multiple personality disorder with no fewer than forty-two separate personalities, some of whom also have multiple personalities of their own. Our heroine's connection with the mysterious ‘Promethea’ is one she apparently shares with another woman in the city. From the very beginning, there is a deep sense of instability around issues of sex, gender, identity, language, and finally reality itself.
Leveraging this sense of strangeness, the comic gradually spirals off into a philosophical exploration of Alan Moore's spiritual beliefs, taking in Kabbalah, the tarot, world mythology, literary history, Aleister Crowley, sex magic and talking snakes. Our protagonist on this journey is college student Sophie Bangs, who has a name like a music-hall joke (‘Do you know Sophie Bangs?’ ‘I didn't, but thanks for the tip!’) and who gradually learns to assume the identity of a quasi-goddess, Promethea, who represents the power of creativity. Through her, she can access the Immateria, a realm of all imagined reality where pervasive corporate brands rub shoulders with characters from literature, religion and fairytale.
It's a wonderful idea, since positing creativity as a guiding entity allows you in one fell swoop to unite religion, art, dream and fantasy all together in one coherent conceptual space. Many of the issues of Promethea look in detail at how such ideas might apply to world history, sexual relationships, feminist poetry, the apocalypse, or whatever. It also provides a perspective from which to examine the medium of Anglo-American comics itself, from its habit of sexualising female artwork to the pragmatics of sequential storytelling.
On an artistic level, it's hard to get across what an amazing achievement Promethea can be. Art styles shift and blur together depending on the subject or the era, from Sunday-funny cartoons to bursts of photorealism. One issue is all widescreen, read horizontally; another runs in an infinite loop with the last page leading back to the first. Double-page spreads are used to extraordinary effect, with ideas floating round and round in curious ways:
The title-pages alone offer some incredible riffs on artistic themes or styles:
This deluxe 20th anniversary edition includes Moore's script for issue #3, which blew my mind: I had no idea quite how completely he directed every aspect of the pages, detailing exactly how the panels should be laid out, what features appear in the art, facial expressions, composition, where our perspective is – everything. Three full pages of close-set text go into describing the first page of the comic alone.
The density of ideas and talents flying around in here means that Promethea can be many different things for different readers – an art portfolio, a superhero adventure, a philosophical exegesis, a religious vision. But, like his prose behemoth Jerusalem, it is at its deepest level a true story, about how Alan Moore believes reality works. Fortunately, Alan Moore is insane, so his ideas in this area are constantly surprising, provocative and original.
This is a beautifully drawn book and the story is pretty cool, even though I don't understand some parts of it. Sophie Bangs researches a heroine called Promethea and soon becomes Promethea, the demi-goddess destined to end the world. Like I said, it's an interesting tale even if I don't completely grok what's going on at times. I've read that Alan Moore's interest in magic spurred it on and I believe it. I'm diving into the next book.
Confession time: I'm not a huge fan of superheroes. Yes, I grew up reading comics and even collected some titles (Metal Men, Defenders, Thor, Star Wars, ROM, Silver Surfer, Doctor Strange, Conan ), but when I discovered Dungeons & Dragons at age 10, I sort of went sour on the whole superhero thing. Not completely. but mostly. I even tried to get back into things by playing some superhero RPGs with friends, but it just wasn't my thing any more. That's not to say I completely abhor them - I like the Marvel movies just fine. DC, not so much. I never was much of a DC fan. I did pick up Grimjack (possibly the best comic of all time, at least for me) in the '90s, and still have those, as well as Albedo Anthropomorphics.
But notice something about my comic book taste: It's mostly scifi and fantasy (or an admixture of the two). I'm just not that big on straight-up superheroes. Call me jaded.
But I am big on magic. Interpret that however you like. I like magic. I believe in magic, though I might call it any number of things besides "magic".
And here, with Promethea, we have something that tries to tow the line between the two. If I had to pick a comic precursor, Doctor Strange is the obvious choice. But Promethea is smarter than the good doctor and far more "hip". I'm not talking about the characters themselves, I mean the comic as an idea and an act of art and writing. I'm sure Stan Lee was a smart guy, but could he even compare to Alan Moore in terms of sheer genius. Nope. 'nuff said.
And while I do love Jack Kirby's artwork and am very fond of John Buscema's Conan (et al.), J.H. Williams III has some serious drawing and, even more so, design chops. The layout itself, in all its variation, is stunning, framing the story perfectly almost the entire way through, threading together what can be a meandering narrative, holding it all together with pictures and a flow that is . . . magical.
I really like the main character, Sophie, as she grows in knowledge both about who she is and about who Promethea is (and was). There is a lot here to learn, and seeing her go through her "Chapel Perilous" endears her to the reader.
My only problem here is that there is so much for her to learn that reading about it can be tedious. This is a magic for beginners book. If you have any knowledge of esoterica, the tarot, chakras, the hermetic tradition, etc., you'll find a lot of lessons here you already know. It can feel a little pedantic, at times.
However, I have to concede: Moore's intent here was to teach. At least that's how it seems. At first, I was disappointed. But then, I thought, this book wasn't just written for me. It was written for a lot of people. So, if you don't have a whole lot of knowledge about the subjects I've mentioned, this will be a great education for you. And if you happen to like superheroes, I suppose this thing might be your bag, too. I can see this series going much deeper from here, or I can see it getting more shallow (and more stock-superhero-story-ish), possibly. But I don't think Moore will go there. We'll see. So far, so good.
I'm honestly a little torn on what to give this beautiful, confounding, thrilling, boring, adventurous stack of nonsense and brilliance. It really is that all over the place in terms of its execution. At the very core of this, Moore has a fantastic idea: a "superhero" (really more of a goddess) who is the living embodiment of stories and fiction. She's able to harness not only the power of imagination, but the "Immateria" itself, a kind of dimensional energy source that contains all the tapped and untapped creative output in the universe. It's a huge, high-concept idea that elevates creativity to an act of godhood, and it plays around with its metaphysical concepts in very interesting ways. For the most part.
Also, truly, this book lives and dies on J.H. Williams' artwork. It is utterly stunning. I've read a bunch of Williams subsequent efforts (Sandman: Overture, Batwoman, etc.), and I think this may be his best. It feels like the full force of his creativity has been put behind Promethea, and thanks to that, every single page crackles with magical beauty. It's like reading a dream, and I frankly can barely even believe it's even possible.
But then, we get to the story. The first half of the book or so feels like it's building to something. A young woman inherits the power of Promethea via unseens circumstances, and has to come to grips with the broader implications of wielding that power. She's not just a superhero, she's basically in charge of the world's perception of reality, and it's a heavy burden. I like that setup, and was even interested in the somewhat plodding issues in which she's taught exactly where her power comes from. It's like most superhero origin training sequences, only it's weirder and more colorful. No big deal!
But then, after a bit, Moore gets pretty damned pretentious. He starts going down all these rabbit holes about sex and how having it connects us to a higher plane of existence, and then does this eternally long issue about tarot that is just an utter slog to get through, Williams' artwork notwithstanding. At this point, I'm just ready to see Promethea start exploring and using her power, not just talking about the creation of the world in the most boring, faux-philosophical ways imaginable.
So, I guess what I'm saying is, this one has some hurdles you have to clear for sure, but on the whole, it's worth it. It's a deeply original idea with some great things to say about the evolution of storytelling, all wrapped up in a superhero package. I'm hoping the next couple of volumes chill out on all the grandstanding, but knowing Moore, I'm not keeping my fingers crossed.
Eu não consigo acreditar que, depois de 2 anos, a Panini finalmente lançou o segundo volume da edição definitiva de Promethea. Eu já havia perdido as esperanças mas, ei, mágica? (Ou, mais provavelmente, obrigações contratuais). De todo jeito. Há agora Promethea completo, em Português, no Brasil.
[Emoção. É um dos meus quadrinhos favoritos, até hoje. Li pela primeira vez em scam, imagino que pouco tempo após o fim da série (em 2005).]
Para comemorar a chegada da segunda edição à minha humilde residência, fui reler o primeiro volume, no qual conhecemos Sophie Bangs, universitária de humanas que acaba virando um veículo para a manifestação de uma entidade que representa a imaginação, Promethea. Mas não é como se o plot importasse em Promethea. É só um pretexto para o curso de magia do Mago Moore. XD
[Aliás, eu tô lendo um monte de paradas para tentar me aprofundar na construção e nos easter eggs do gibi; tem sido divertido por um lado, e descompensador do algoritmo de indicação do Goodreads por outro]
Promethea é, acima de tudo, uma história sobre histórias. E sobre como mágica & arte são atividades de criação e, portanto, correlatas. Passei o dia relendo os primeiros episódios da história. Ri, chorei e passei muito tempo no google atrás de referências que me eram desconhecidas. Dá pra se perder em Promethea assim como dá para se perder na Imatéria.
Amanhã começo o segundo volume, e mal posso esperar pelo fim do mundo.
I cannot, I repeat, cannot recommend this book enough. It's absolutely gorgeous and mind-blowing, and my favorite Alan Moore comic, hands down.
"Promethea." An imaginary fictional character who manifests in reality through the artists and writers that tell her story. Obviously, the name's a feminine version of Prometheus, which means "forethought"... which means "imagination". [...:] Imagination... tumbling, spinning... is the light that guides humanity into its future."
Basically, this is the story of a college girl called Sophie Bangs who takes on the persona of Promethea and as a result of this has to deal with Promethea's enemies, friends and the end of the world.
(I'm just quoting my old review here, which I left for the final trade paperback here.)
This Absolute Edition collects the first twelve issues of the series, and it contains Sophie's first transformance into Promethea as well as her first mythical/mystical journey(s).
If you don't want to read this book for the story alone, for Sophie's incredible journey through the history of mysticism and magic and the *world*, you definitely have to read it simply because of J.H. Williams III's artwork. That man is a god. And in this edition, his work gets to shine even more (even though it smells funny).
Re-reading Promethea after a decade is like coming home. I spent much of my twenties following the book-paths laid out by Mage: The Ascension and The Invisibles (occult here, fringe there, and so on), much of which was tied together by Alan Moore in this book. The story is fun too, although it takes a bit to get going.
Also, this is a series that really benefits from the oversized Absolute format. JH Williams rocks my socks no matter the project.
Psychedelic metafiction where a woman, in a long series of strong women, becomes a living story and goddess. This must be amends for all of Alan Moore’s other stories. Then again, she fucks some old dude to learn magic. So maybe not. Nonetheless entertaining.
I like Alan Moore but this shit was borderline unreadable. I was agog at how bad it was.
Issue 12 was maybe the worst comic I've ever read in my life. Two rhyming snakes explain world history in rhymes, to the immortal goddess of imagination, as if she were in a 3rd grade history class. And they parallel it to tarot. Unbelievably stupid.
Another issue has the aforementioned goddess, the titular Promethea, fuck a disgusting old "magician" so he can teach her about chakras.
This entire thing was just a crappy veil of superhero stories in order to spew new age garbage in a way to make it seem edgy and misunderstood. Look, my mom collects rocks that contain preordained auras, and I can tell you the reality of this shit is not that interesting.
Needless to say, I will not be continuing the series.
▪︎ Algumas vezes, muita informação artística num painel só, dificultando a leitura da obra e fazendo o ritmo ser algo mais lento.
▪︎ Interessante a mistura de conteúdos como literatura, ciência, filosofia e sociologia. E como os desenhos conseguiram passar conceitos complexos de uma forma, geral, compreensível e entendível a partir e graças as metáforas.
▪︎ Se considerarmos que o roteiro escrito por Alan Moore é show de bola, o artista J.H. Williams III fez um trabalho bem significante em expressá-lo talentosamente nos painéis.
▪︎ Eu acho que se eu estivesse na história seria que nem Stace (Stacia), a amiga de Sofia-Prometheia. Quer dizer, do nada sua amiga está falando um monte de "baboseiras" e sendo estranha? Eu logo pensaria ser efeito de drogas.
Been reading along with the Alan Moore unit on SHELVED BY GENRE and having a rip roaring time. Moore always is a little bit of a balance between My Favorite Shit On Earth and Annoying, and this one definitely tips deeply into the Annoying side several times in some pretty significant ways. I honestly wouldn't blame anyone for hating this or being unable to enjoy the good stuff because of the annoying stuff, but overall I'm having a great time with it and it's trending towards focusing on the parts I like more. Huge Weeping Gorrilla fan.
Alan Moore and JH WIlliams created what continues to be one of the masterpieces of superhero comics, and that's thanks to both of their skills: Moore's wacky but carefully studied and organized mystical world theories and Williams' gorgeous and organic artwork that melds perfectly with Moore's vast cosmic vision.
There are definitely some writing high points here: the terrific characters, the weeping ape, the melding of a variety of genres, and the magnificent final issue (with its circular loop through time using the Tarot as guideposts), and just about every page of the artwork is gorgeous.
Phenomenal. Glad to have it in this attractive deluxe edition rather than the floppies.
I was going to give this 5 stars, but downgraded to 4 because of issue 10, which contains an elaborate tantric sex scene between Promethea and an old magician thrice her age. I don't need to read about Moore's sexual fantasies, but I can almost hear him arguing that this scene was an essential part of his "process". Imagine having to draw that shit though, gross.
Still, this is essential reading for anyone who is into esoteric stuff and occulture, as Moore lays out the entire cosmology and ontology that inform his writing through conversations between various incarnations of Promothea. Moore once more uses the ancient literary form of the Socratic dialogue, which works surprisingly well in the comics medium imo.
J.H. Williams' unconventional page layouts can be a bit confusing, but his it's a really good fit for a comic about a heroine who can traverse multiple planes of existence by the sheer power of imagination.
For each Alan Moore work we can find many commentators starting reviews with "I am big fan of Alan Moore's work but...", which is how I will start this but there is something scratching my mind. In a way this is Alan Moore's "tour de force" to explain the nature of the ideas and stories, the existence of conscience based on his occult studies, which are not to be taken seriously, but it is a very entertaining and visually astonishing book.
En Promethea Alan Moore nos propone un viaje por las distintas épocas y representaciones de un personaje fantástico, con raíces en el mundo de la mitología y la magia. Promethea más que un personaje mitológico es un concepto que varía dependiendo de la visión del narrador de turno, así que aunque el hilo principal se centra en la historia de Sophie Bangs, una estudiante que realiza un trabajo sobre la historia del personaje de Promethea (un ser imaginado y reimaginado a lo largo de los últimos siglos por distintos autores que le dieron distintos caracteres y capacidades) en realidad encontramos distintas personificaciones de promethea a lo largo del cómic, la última de las cuales es la propia Sophie.
El autor utiliza este (o estos) personajes para expresar una idea según la cual existe una lucha entre la tecnología y el racionalismo que representan el mundo material y el arte, la imaginación y la magia que representan el mundo onírico, o como lo llama moore la inmateria, que es el lugar donde Promethea vive muchas de sus aventuras. Es de admirar cómo Moore consigue que en un escenario de futuro cercano (aunque en realidad es el año 1999) dominado por la tecnología, los elementos fantásticos resulten plausibles y coherentes con el relato central, en este mundo creado por Moore no nos resulta extraño que una jovencita consiga convertirse en un ser sobrenatural mediante la fuerza de la imaginación al escribir un poema.
En cuanto a la historia, en este tomo el autor utiliza como vehículo a Sophie para ir descubriéndonos la historia del personaje de Promethea en sus distintas encarnaciones a lo largo de la historia, todo el tomo es una típica búsqueda del conocimiento de los poderes de la inmateria y la magia, que culmina en el último número de este tomo, el 12, en el que Moore nos lleva en un recorrido a través de la historia del universo utilizando como guía la baraja del tarot, un gran viaje narrado por las serpientes del caduceo de la propia Promethea que requiere varias lecturas para entender todas las implicaciones que sugiere el autor.
En cuanto al apartado artístico es maravilloso, una historia como esta necesita un gran despliegue imaginativo tanto en las ilustraciones como en la composición, y JH Williams III lo consigue número tras número, ademas resulta en todo momento dinámico y en la mayoría de las ocasiones resulta sencillo de seguir correctamente el orden de lectura, que es algo que a veces cuesta cuando se abusa de las composiciones experimentales como es el caso.
Como nota negativa... hay un par momentos que no me terminan de gustar... en especial el número del sexo con Jack Fausto ... en fin, no tengo nada en contra de la gerontofilia pero me parece un poco creepy.
Book one starts with a fascinating introduction about the history of the character called Promethea, from her origins in Sennet's poetry in the 18th century to her various comic book incarnations. You walk into the book thusly imbued with a sense of myth and legend. I tried researching some of the names in this introduction further, for example fantasy illustrator Grace Brannagh, but I didn't find too much. (EDIT: I originally thought these were historical figures, real people, but I think I was mistaken. Their stories do feel historical though, like legends at the least.)
We're introduced to two storylines. The first is about a little girl in 5th century Egypt; her name is Promethea. When her father is murdered by a Christian mob, the Egyptian Gods he called upon come down and whisk Promethea away to their world, the Immateria (sp?). Meanwhile, in 1999, a college grad student is researching myths about Promethea when she runs across a strange monster. I love the aesthetic of the "future" setting (1999). It's very neon noir. The story developes quickly; I won't give too much away. Parts are dark, but a lot of it approaches the superhero-esque story with irony and distance. The characters are intriguing and they feel real, although they have some written-by-a-man-itis. The art is absolutely gorgeous, especially as it progresses. The book is broken up into very convenient chapters.
My favorite bit was the tour in Chapter 5 through the landscape of the unconscious, the immateria. So beautiful. Will definitely check out the next book!
TW for some mild violence, brief casual homophobia, and for a rather graphic and sudden mention of pedophilia. Some of the female character design is also pretty dated in terms of sexualization and gratuitous implied-nudity.
Experimental, cautivador, metareferencial, plagado de magia y una mirada lúcida al mundo espiritual... No sabía qué esperar de "Promethea" de Alan Moore, pero me ha sorprendido por completo. La historia atrapa desde el primer instante, el personaje de Promethea es fascinante, y esa doble naturaleza, a semejanza de la de Shazam, está muy bien trabajada. Las referencias son geniales, y hay guiños a ideas desde Aleister Crowley hasta el propio Platón, además de algo de esa desmitificación superheroica que tanto le gusta a Moore. Desde el comenzo, además, hay un gran foco en esa vertiente literaria de Promethea, en esa materialización de las ideas de un autor en el mundo físico, que va de la mano de una defensa férrea de la imaginación.
Con todo, lo que más me ha sorprendido de lejos ha sido el dibujo de J. H. Williams III, de matrícula de honor en cada página, literalmente. No solo tiene un colorido barroco que no resulta confuso, y un gran uso de la doble página, sino que cada viñeta está enmarcada con figuras y patrones que son, en sí mismas, dignas de análisis por su belleza y sus referencias.
La lectura es toda una experiencia. Recomendadísimo.
Alan Moore left comics in the late '80s following a dispute with DC over merchandising royalties associated with his landmark series Watchmen. By the mid-'90s he was back, doing a bit of work for Image and a wonderful run on Maximum/Awesome's Supreme and associated books. In the late '90s, for WildStorm, he was given his own imprint, America's Best Comics, and created a number of diverse titles that each took the idea of a super-hero comic in very different directions.
Promethea was one of the initial batch of ABC titles, and remains my favorite. The 32 issue series was originally collected in five hardcover collections (and later softcover as well). They are now in the process of being re-collected in DC's "Absolute" format: large, deluxe slipcovered hardcovers with gorgeous production quality (DC bought WildStorm, ABC's parent company, around the time ABC was formed, thus putting Moore in the position of indirectly working for DC again). This first volume collects the first 12 issues (essentially the first two volumes of the previous collections). A second volume, collecting the next 13 issues, is already out, and a final volume, collecting the last seven issues plus (presumably) bonus material is forthcoming.
Promethea is essentially a guide to Moore's idea of what magic is, disguised as a super-hero comic. In the introductory arc, we meet young Sophie Bangs, college student, who is writing a term paper on what she believes to be a fictional character, Promethea, who appears to have had several unusual incarnations in Romantic poetry, newspaper comic strips, pulp novels, and comic books. During the course of her research, she manages to track down, unbeknownst to her, the most recent Promethea, now in semi-retirement, and unwittingly stirs the interest of an old enemy of Promethea's, who decides to launch a pre-emptive strike against Sophie out of fear she will become the next Promethea--which, indeed, she does. The failure of the initial strike leads to plans for a much larger attack, and in a race against time Sophie must learn both the history of her predecessors as well as enough about her new self to enable herself to survive the forthcoming brouhaha.
The above may sound like standard super-hero fare, and in other hands it could easily have become so. But the super-hero theatrics are really only stage dressing that provide the motivation for Sophie's education in magic, and that journey is fascinating. The second major arc, in the following volume, deals with an in depth magical road trip, but this first volume lays some of the groundwork for that, with an explanation of the four elements/Tarot suits/magical weapons, the Tarot's major arcana, the introduction of the idea of the 10 spheres and 22 paths of the Kabbalah/Tree of Life, and more.
The art on Promethea is by J.H. Williams III and Mick Gray. Williams is perfectly in tune with Moore on this book, and the Absolute format really gives his art the chance to shine. Williams is particularly noted for his innovative page layouts--he uses recurring motifs and stylized page layouts to move the story along and to suggest different layers of reality. Throughout the series, though more so in the later issues than in these, Moore and Williams take many opportunities to explore alternative storytelling techniques. Highlights from this volume mostly come from the three stories that close the book, acting as transitions between the first and second story arcs. In chapter 10, Promethea learns how sex and magic relate, and there are a number of innovative page designs and story loops that make this "more" than a straightforward narrative. Chapter 11 is told in a "widescreen" format, where all the pages are designed for a landscape orientation rather than a portrait orientation. And Chapter 12 involves an exploration of the Tarot, with each page a splash page that simultaneously tells three different narratives that intertwine and come together as each progresses.
A final delight are the covers by Williams and Todd Klein, which each pay tribute to various artists and art styles, such as Terry Gilliam, a Sgt Pepper's collage, an old pulp novel style cover, a romance comic, '60s rock posters, etc.
Looking forward to picking up the second volume when finances permit (these aren't cheap books).
It was great fun. I gorged myself on this campy buffet of esoterica in two instalments, in bed, before going to sleep. After the first episode, I fell into a strange half-slumber in which I riffed oneirically on Promethea's adventures. It was quite something. Unfortunately, the experience didn't offer itself for a repeat. That said, I'm not taking it too seriously as an introduction to Western hermeticism. It remains, after all, a graphic novel. For a conceptually richer introduction to the mundus imaginalis we have to read elsewhere. I am not sure whether I will continue with Book Two but I may give Alan Moore's Jerusalem a go.
Where can I even begin with the beauty of this book? There truly is so much packed in to these 12 issues and it's all so stunning. Many parts read as straight up essays on what Moore believes reality to be like. The basic concept of Promethea as a character is so interesting and gripping to learn more about. The Metaphore/Tarot card issue was especially jaw dropping in it's form. It felt like something the series had been building up to while also holding it's own as a stand alone issue that's incredibly unique to the comicbook format. So many issues take advantage of the format and feel so freeing in the layout. There are a lot of pages that visually are two page spreads with poetic balance of panels even if they are still meant to be read one page at a time. The abstract meanings and the way it's delivered is so beautiful and I can't believe how well he conveyed everything with the help of JH Williams III's consistently mind blowing art. This is one of those books that I'm happy I held off reading until I was crazy enough to understand and just believe in all the concepts explored. I'll be revisiting this series a lot and it has a strong potential to become one of my favorite Alan Moore books in general.
¿Quien es Promethea?, ¿porque en la historia varias personas han hablado y contado sus historias sin saber unos de otros?. ¿Salvadora o destructora del mundo?.
LO BUENO: Es un Alan Moore desatado !!!, con un J.H. Williams III que le mantiene el ritmo!!!, uno espera que sea bueno, pero Moore se la saca y la pone encima de la mesa y humilla al resto: Ideas que te sobrepasan, acción que es genial e inteligente, me la historia del mago, y no solo porque haya un numero completo de sexo cosmico-magico , me gusta que el personaje evolucione en pocas paginas y el personaje principal lo entinda antes de romperle la cara a madrazos, esto es otro nivel, unos dialogos que te marcan, y una historia que puede ser compleja pero no se olvida, y el arte es de un perfecto que te cagas...
LO MALO: Hay unas ideas en el arte que te rompen, y llevaba a que en ocasiones leyera en desorden, pero no era culpa de Williams, es que todo es genial y me sobrepaso.
"Soy esa voz que queda cuando el libro ha terminado."
Asombroso, adictivo y absorvente ejercicio de Alan Moore y del lápiz imposible de J.H. Williams III, por plasmar en papel el abstracto. El concepto de imaginación, de la historia como un ser vivo, de los rincones de la mente donde surgen las ideas, de la espiritualidad del ser humano. Siento no poder ser más específico, pero la cantidad de temas que abarca este primer tomo es tan exagerada que solo puedo recomendar sentarse con calma y disfrutar de cada palabra, de cada línea y cada página. Sumergirse en los conceptos que propone Moore sin prisa y dejar volar la imaginación... que de eso se trata.
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