Audrey Niffenegger's Raven Girl: the return of the illustrated book?

Alex Hern finds that sometimes it's better to let someone else illustrate your words.

Raven Girl
Audrey Niffenegger
Jonathan Cape, 80pp, £16.99, 2 May 2013

A recent New Yorker piece by Sam Sacks made an impassioned call to Bring Back The Illustrated Book!, in the vein, apparently, of Bleak House, Vanity Fair, The Adventures of Huckleberry Finn, and Alice’s Adventures in Wonderland. "The interplay between art and text is rich with possibilities that few fiction writers have even begun to explore," he wrote, sparking a "hmmm" from fiction writer and practised explorer of the interplay between art and text Warren Ellis (author of the novels Crooked Little Vein and Gun Machine and the graphic novels Transmetropolitan, Planetary, Global Frequency, Freakangels, RED, and many more).

The fact is that the illustrated novel never went away; it just moved from being filed in "Fiction A-Z" to "Graphic Novels" in Waterstones.

Obviously there remains a difference between a graphic novel as most would understand it and an "illustrated novel". There is a language of comics — speech balloons, thought bubbles, and the like — which is absent from illustrations like George Cruikshank's art in Oliver Twist.

Nonetheless, authors and artists of comics seem far more willing to drop the conventions of their form than prose writers do. Jeff Lemire turned two issues of his post-apocalyptic Sweet Tooth on their side (literally), and scripted them in the style of a children's book; artist Becky Cloonan illustrated Bram Stoker's Dracula; and even in the safe and predictable world of superhero comics, Grant Morrison managed to release an issue of Batman which read like an illustrated short story (unfortunately, the computerised style of John Van Fleet, the illustrator, was universally reviled).

Now, however, Audrey Niffenegger is coming at the cross-over from the other direction. The author, most famous for her debut novel The Time Traveller's Wife, has released a new novella, Raven Girl. Niffenegger, an accomplished draughtswoman, has also illustrated the book, which she describes as a "new fairytale". Naturally, containing both words and pictures, it ended up on my desk.

Initially, I was disappointed. The book is "illustrated" in the most literal sense: Niffeneger draws what is being described in the text. There is no drive to use the images to expand on, or even better, juxtapose with, the prose. A passage of a man watching his Raven-wife fly into the air is illustrated with a picture of a man watching a raven fly into the air. Raven girl at a lecture in university is illustrated with a picture of a girl in a lecture theatre. And so on.

Niffeneger is, bizarrely, on the back foot by virtue of having written the actual book. She won't elaborate on her own words, because she knows exactly what she meant; yet she was clearly writing prose which was later illustrated, rather than writing prose to be illustrated. The art is understated, pretty and simple; but that just plays into her habits, and without the drive to fill in background detail that you see in — to pick one of the most perfectly illustrated books ever — John Tenniel’s illustrations of Alice in Wonderland, one is left wondering what the point is.

Despite that, the illustrations do substantially change the feel of the book, by removing much of the ambiguity. Her attempt to write a new fairy tale involves many of the hallmarks of the old — interactions between people and animals, fantastical events, kings and queens — but seeing that this isn't allegorical, that the raven really is just a raven and the girl just a girl, makes it seem less magical, and more weird.

Alex Hern is a technology reporter for the Guardian. He was formerly staff writer at the New Statesman. You should follow Alex on Twitter.

Show Hide image

It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.