Alberto Breccia’s artwork in Perramus is unlike anything I’ve seen in a comic before. I was genuinely blown away from the moment I looked at its first page. It employs murky, greyscale expressionism, with extensive use of ink washes, collage, and who-knows-what other unusual techniques. It’s full of strange textures, and of figures who merge into backgrounds. It mixes realism and cartooning in a hallucinatory, dreamlike way. The whole thing is somehow intoxicating, engrossing… even overwhelming.
The story matches the visual tone: cerebral, enigmatic, indirect, and often surreal. It’s a comic that truly deserves the label “literary”, being rich in symbolism and philosophizing, not to mention frequent references to Latin American novels, poetry and history. The work consists of four “books”, and while they’re quite consistent visually, each one has its own story, and they all differ markedly in terms of subject matter and storytelling approach.
The first book, “The Pilot of Oblivion”, is the most surrealistic: its feverish, nightmarish sequence of events plays out with almost no explanation. I can’t say I understand all of what it’s about, but I love every page of it.
The second book, “The Soul of the City”, maintains a certain dream logic, but has a rather more straightforward plot: its protagonists have a clearly defined quest, though its purpose is more symbolic than rational. I think this book could just about be classified as magical realism.
The third book, “The Island of Guano”, is the most dramatic and action-packed, but also perhaps the hardest to follow. Its internal logic seems more consistent than that of the previous two – it doesn’t feel as dreamlike – but it’s still full of weirdness. I suppose I’d label it absurdism. To a much greater extent than the rest of Perramus, this is a story of politicking and revolution, and it feels as though all of its outlandish characters and happenings must be allegorical for something in the real world, but I guess I lack either the intelligence or the background knowledge necessary to make sense of most of it – and unlike in the rest of the comic, in the third book this is a little frustrating at times.
Perramus’s final book, “Tooth for Tooth”, is its most conventional. It has a clear quest, similar in vein to that of the second book, but here the dream logic and magical elements are absent. More than the others, this book relies on real-world historical and cultural references. It may feel less heady and profound than the first three books, but it’s no less enjoyable. It’s something of a bizarre take on a globetrotting adventure story, and it’s a lot of fun.
I’ve written this whole review so far without addressing what Perramus is actually about, and that’s because it’s sometimes quite hard to parse. What’s clear is that it’s about Latin American (and particularly Argentinian) dictatorship. It critiques authoritarian regimes and celebrates resistance, but it focuses more on spiritual or cultural resistance than straight-up political opposition or armed revolution. It’s also to a significant degree a story about stories – about how stories are made and told. I’m confident that there’s a whole lot more going on – for example relating to history, identity, and the societal role of intellectuals and the arts – but I’ll need at least a second read-through before I can put that into words.
If you need a conventional, straightforward narrative in your comics in order to enjoy them, you should look elsewhere. Likewise, there’s little here for readers seeking believable, three-dimensional characters and engaging interpersonal drama. Fans of clean cartooning or artistic realism won’t find much to enjoy either. However, for those who enjoy enigmatic, open-ended stories rich in symbolism – and particularly those with a taste for experimental art – Perramus is a must-read.