In my graphic narrative classes I try to emphasize “transportation” to the students. This doesn’t literally refer to the transportation of a character – more to our ability to empathize with them – but I do think a physical journey helps with this. It definitely shakes up the cobwebs of a scene for me. I was always funny in 00-era webcomics when you realize you’ve been in the same room for weeks or months, or years. How can you relate to something that doesn’t move and explore? Eve’s world is very often transportation – falling down, leaping out windows, wandering a hostile wasteland. In this way we too are made small, vulnerable, insignificant. |
I really enjoyed the cartoony-ness of this storyline and how Eve just does not die or get injured despite anything that happens to her.
I remember those talking head comics, and I mostly think they just lacked the artistic chops to do your dynamic panels. Like here where you're drawing a whole body in different positions, and then you're framing the scene from several perspectives instead of just flat on. Okay, that's no excuse, if you're going to do a webcomic for five years maybe you could improve a bit in that time.
For people who don't remember the time, look up User Friendly, one of the worst offenders. For artists who improved remarkably, there's Gunnerkrigg Court.
it not only makes us feel small, vulnerable, insignificant — like another commenter mentioned, watching "how Eve just does not die or get injured despite anything that happens to her" also makes me feel resilient, bouncy, elastic.
the emotional fragility of these characters contrasts with their physical durability.