Childlike in the best way – The Gigantic Beard That Was Evil

Stephen Collins' debut graphic novel, reviewed.

The Gigantic Beard That Was Evil
Stephen Collins
Jonathan Cape, 240pp, £16.99

Stephen Collins is the creator of what is perhaps my favourite newspaper cartoon ever. Published in the Guardian last year, it features Michael Gove and David Cameron arguing about how best to respond to an alien invasion. The caricatures are spot-on, the "acting" (as it were) tells as much as the words, and the humour is a finely balanced mixture of political satire and nonsensical lunacy. It's what I imagine Steve Bell's If… feels like for people who've been reading it non-stop for thirty years, the only subsection of society able to get the the byzantine in-jokes, and well-enough inured against the scatological puns to survive them.

So I was excited to see Collins' debut graphic novel arrive on my desk. It's less political than some of his strips, focusing instead on the absurdist humour that makes pieces like I tried to cancel my gym membership and Don't wake up work so well; but despite the fact that there's no politicians caricatured, it still reads as a fable for our times.

Dave lives Here. The important thing about Here is that it's an island in the middle of The Sea, and somewhere past the edge of The Sea is There. The people of Here don't like There. Because Here is orderly, neat, and predictable, and There is everything Here isn't.

But Here is also beardless. So when Dave – Dave who makes charts for a company whose business he doesn't understand, Dave who is completely bald save for one thick hair on his lip, Dave who has listened to the Bangles' Eternal Flame 427,096,483 times – suddenly sprouts an enormous beard that can't be cut, won't stop growing, and just seems slightly evil, Here goes mad over it.

The book is rendered in soft pencil, black and white throughout, but printed to a huge size (almost bookshelf-busting, so be warned there), which gives Collins a chance to express tremendous versatility. The orderly nature of Here in the early half of the book is expressed with a high – almost Chris-Ware-high at times – panel count, and as the squares of the panels blur into the lines of the grid system of houses, the sort of world Dave lives in becomes apparent. And then, after one full-page spread early on shows the windowless walls of the houses on the coast of Here facing out to the sea, we see our first glimpse of There. The panel boarders drop away, and drawn in black on top of black is the chaos the residents fear.

As well as high panel counts, the huge book allows Collins to use another effect to great success: a couple of pages in the book are nearly blank, except for one speech balloon or caption. It's a relatively standard technique, except that as the pages get bigger, the text has been shrunk – leading to a feeling of the reader drowning in the absence of information. Something which Dave, faced with his inexplicable beard, knows only too well.

The obligatory art paragraphs also can't end without a mention of the book's coda. It's hard to discuss in too much detail – the story's not plot-heavy, but it still wouldn't do to give away the ending – but as a character leaves hand-drawn pictures behind on their journey, we see the last few notes found, pasted into a scrapbook and illustrating, maddeningly vaguely, what came next for them. The pictures fade to black, and then, in the very last one, a hint of something else appears…

Taken overall, it reminds me of nothing so much as a Roald Dahl novel: a surreal premise, presented as matter-of-factly as possible, which, if you buy into it – as children do naturally, and adults who know whats-what do too – presents the opportunity for a piece of strong character work. This isn't a book for children, the oblique references to the Bangles and self-help gurus make that clear, but it is childlike in the best way. Which is what you'd expect from a man who drew a cartoon about the High Speed Beyoncé, really.

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

Kyle Seeley
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For emotional value, Emily is Away – a nostalgic instant messaging game – is this year’s best release

If you want to express your lingering teenage angst, there’s no better option.

Every now and then, a game is released that goes beyond what it may look or sound like. It goes straight to the pit of your insides where you thought you had no soul left, and jolts you back to life. Or at least it attempts to. This year, it's Emily is Away.

Firstly, anyone and everyone can virtually play this thing as it’s a crude Windows XP simulator displaying an AIM/MSN messenger client and can run on the PC equivalent of a potato. And it's free. It’s a short game, taking about 30 minutes, in which you play a person chatting away to your friend called Emily (who could be more), choosing from a set list of pre-selected instant messages.

Each chapter takes place in a different year, starting in 2002 and ending in 2006.

You’re instantly smacked with nostalgia thanks to the user screen of Windows XP and a fuzzed out background of Bliss, which was the default wallpaper in the operating system, and probably the most widely seen photo in the world. And your ears aren’t abandoned either, with the upbeat pinging sounds reminiscent of how you used to natter away with your personal favourite into the early hours.

The first chapter starts with you and Emily reaching the end of your last year in high school, talking about plans for the evening, but also the future, such as what you’ll be studying at university. From this early point, the seeds of the future are already being sewn.

For example, Emily mentions how Brad is annoying her in another window on her computer, but you’re both too occupied about agreeing to go to a party that night. The following year, you learn that Brad is now in fact her boyfriend, because he decided to share how he felt about Emily while you were too shy and keeping your feelings hidden.

What’s so excellent about the game is that it can be whatever you wish. Retro games used the lack of visual detail to their advantage, allowing the players to fill in the blanks. The yearly gaps in this game do exactly the same job, making you long to go back in time, even if you haven't yet reached the age of 20 in the game.

Or it lets you forget about it entirely and move on, not knowing exactly what had happened with you and Emily as your brain starts to create the familiar fog of a faded memory.

Despite having the choice to respond to Emily’s IMs in three different ways each time, your digital self tries to sweeten the messages with emoticons, but they’re always automatically deleted, the same way bad spelling is corrected in the game too. We all know that to truly to take the risk and try and move a friendship to another level, emoticons are the digital equivalent to cheesy real-life gestures, and essential to trying to win someone’s heart.

Before you know it, your emotions are heavily invested in the game and you’re always left wondering what Emily wanted to say when the game shows that she’s deleting as well as typing in the messenger. You end up not even caring that she likes Coldplay and Muse – passions reflected in her profile picture and use of their lyrics. She also likes Snow Patrol. How much can you tolerate Chasing Cars, really?

The user reviews on Steam are very positive, despite many complaining you end up being “friend-zoned” by Emily, and one review simply calling it “Rejection Simulator 2015”.

I tried so hard from all of the options to create the perfect Em & Em. But whatever you decide, Emily will always give you the #feels, and you’ll constantly end up thinking about what else you could have done.