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THE SANDMAN AND PSYCHOANALYSIS
Dave Mockaitis
mockaits@uiuc.edu
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In 1975, Laura Mulvey’s essay, “Visual Pleasure and
Narrative Cinema” was published in the film journal Screen.
A few years later in 1981, Mulvey published “Afterthoughts on
Visual Pleasure and Narrative Cinema’ inspired by King Vidor’s
Duel In the Sun.’” Since the publication of these
seminal texts, psychoanalytic film theory has become a force to
be reckoned with. Whether or not a film scholar accepts Mulvey’s
Freudian and Lacanian position to cinema, one still has to deal
with the theory. Among the theoretical insights provided by
Mulvey was the idea that cinema provides two different types of
pleasure from looking. The first type of pleasure is that of
scophophilic voyeurism. This is often the function of sexual
instinct and describes how male viewers look at women on the
screen. The second type of pleasure detailed by Mulvey is that
of scopophilic narcicissism. This is the function of the ego
libido, the pleasure of identification, and makes up the comfort
zone of the Lacanian Imaginary or the Freudian pre-Oedipal.
Mulvey is quick to point out that these two types of visual
pleasure interact and overlay each other, yet she also deals
with them as dichotomous concepts.
While in “Visual Pleasures,” Mulvey states that her
theory is only relevant to film because of the cinematic
apparatus, in “Afterthoughts,” she expands her argument to
include “popular narratives, whether film, folk-tale or myth.”
Mulvey first saw her theory as applying only to the cinematic
apparatus because of the spatial arrangement of the theater. The
viewer sits in the dark which often fosters a sense of solitude
and gazes at a screen. Since the projector is so far behind the
seated viewers, the unfolding of the narrative is significant.
Not only does the screen seem to display unknowing “people”
while the spectator voyeuristically watches, but the physical
projection of the image mirrors the psychological process of
projecting repressed desires onto the actors within the diegesis.
In “Afterthoughts” though, the diegesis becomes less
important as Mulvey expands her argument to interrogate the
structure of narrative itself. Based on a more detailed reading
of Freud’s theory of femininity and an understanding of V.
Propp’s Morphhology of the Folktale, Mulvey refocuses
her argument more around Freud’s metaphoric opposition of
active/passive. A woman then, need not always be subjugated at
the cinema, for now it is possible for her to relate to male
protagonists and resist the usually fetishized image of the
female.
Mulvey’s revision then, opens up the possibility for
psychoanalytic film theory to be practiced in places other than
cinema. What differentiates this type of theory from basic
Freudian and Lacanian psychoanalysis is Mulvey’s attendance to
issues of visual media and the processes of identification and
fetishization. The comic book, then, becomes a powerful site as
it makes use of many similar cinematic conventions. The
processes of framing and identification parallel the same film
techniques. I attempt then to read Neil Gaiman’s The
Sandman with Mulvey in mind, analyzing the ways in which the
writers and artists make use of scopophilic narcicissism and
framing. The workings of cinematic framing become more difficult
to conceptualize when they exist outside the cinema. By studying
the workings of framing within the comic book, I hope to come to
a deeper understanding of the application of psychoanalysis to
visual social texts.
SCOPOPHILIC NARCISSISM AND THE ADULT COMIC
In 1988, DC Comics published the first issue of The
Sandman. Written by Neil Gaiman, it was his third comic
series but his first to really achieve mass popularity (Berger).
While it was published by DC, it attempted to break out of the
“comics for kids” mold. Employing a vast knowledge of world
mythology, art history, and pop culture, Gaiman created what
Charles Murray of The Independent has called “a story
about story. A myth about myth. A postmodern metafiction with
word balloons” (Gaiman Mists back cover). It also became one
of the most significant contributions to the genre of “adult
comics.” A genre that previously had included only graphic
violence and explicit eroticism, now could boast an adult comic
without adult themes. Rather, the story of the Sandman is an
often intertextual look at late 20th century life. Soon, The
Sandman became the anchor for Vertigo Comics, DC Comics’
new subsidiary publisher of “graphic novels.” Combining high
quality and often mixed-media art, Vertigo comics are often a
bit more costly than DC’s traditional line, yet they often
deal with more significant issues than those typically portrayed
in DC’s original superhero type comics. The Sandman,
and several other Vertigo titles were soon released as trade
paperbacks where eight comics are published in a single volume,
allowing for the comic to transcend page constraints often
imposed on the individual 20-some page comic. This new type of
publishing also allowed for the narrative to unwind a bit slower
than usually occurs, often imbuing the characters with more
depth than traditional comics and giving the writers and artists
the ability to create vast, sprawling worlds.
In The Sandman: Preludes and Nocturnes, the first
trade paperback including the first eight issues of The
Sandman, the reader first encounters the Sandman, who is
also known as Dream. A detailed analysis of the first issue
reveals many instances of scopophilic narcissism as understood
by Laura Mulvey. This type of pleasure in looking comes from the
viewer (in our case the reader) and the way in which that reader
identifies with the image. This form of narcissism is closely
related to the Freudian pre-Oedipal phase or the Lacanian
Imaginary, a state that precedes the formation of one’s
subjectivity and is understood as a time of fullnes and
completeness, what Derrida terms the metaphysics of presence. In
looking, Mulvey states that this is a function of the ego
libido, and relates this way of looking with how a male viewer
sees a male protagonist on the screen. Rather than competition
or sexual object, the male viewer sees the male protagonist as
an idealized version of himself. The Sandman is a unique
character for a Mulvey-type analysis because of his androgyny.
Often compared on world wide web fansites to Robert Smith of The
Cure, when in the shape of a human being, the Sandman takes the
shape of a frail-looking, pale-faced man. Thus, female readers
do not necessarily have to shift “restlessly in borrowed
transvestite clothes” because the Sandman’s masculinity is
neither threatening nor strongly idealized (Mulvey Afterthoughts
33).
In differentiating between the two ways in which types of
scopophilia are rendered in cinema, Mulvey makes a special
distinction between dimensional types of representation.
Fetishizing shots such tend to be unidimensional as they reduce
a woman to her constitutive parts. Shots with more depth and
dimension to them, then, are used for the processes of
identification. These shots require more depth because of the
need to create a scene which more closely mirrors reality which
in turn creates a stronger capacity for identification among the
spectator. “Sleep of the Just,” the first installment of The
Sandman: Preludes and Nocturnes, often uses similar types of
drawings to create a strong possibility for identification with
the Sandman. Although the reader is quite unsure of who the
Sandman is and what he stands for, one gets the sense that he’s
one of the good guys due to his representation in this way. We
first encounter the Sandman on page seven. Up until that point,
we are involved in the story of Roderick Burgess, a very rich
man. Burgess is involved in summoning Death in order that his
life never end. All of the depictions including Burgess and the
other characters in the comic are fairly two-dimensional. There
is little movement or even facial detail save the actions of
Burgess in his attempt to summon Death. However, the reader
already knows that Burgess is a shady character from other
establishing information. When the Sandman (also known as Dream,
the brother of Death) is summoned, it is a powerful scene
[figure 1]. He emerges from a circle drawn on the ground with
his cape blowing up towards the ceiling. It is a dramatic shot
with smoke and dramatic lighting appearing out of seemingly
nowhere intensifying the movement in the scene. Also, this
picture is the only one so far in the course of the comic which
is not contained within a panel. The flowing cape provides an
interesting problematization to the understanding of a comic
book through film theory. Since a comic book is made up of
static drawings, movement becomes much more difficult to observe
than it would in a moving picture. However, in The Sandman,
the inclusion of elements of movement heighten the
three-dimensionality and thus the reader’s possibility for
identification with the Sandman.
The representation of the Sandman takes on an air of
three-dimensionality in other ways as well. After the Sandman
has been summoned and Burgess realizes that it is not Death as
he had hoped, the Sandman is imprisoned in a glass sphere
[figure 2]. Thus, images of the Sandman show him as well as
reflected shadows of the scene outside the sphere. This allows
for a much greater degree of depth to the image. Conversely,
scenes shown from the Sandman’s point of view result in a
flattening of characters. By this point in the comic, the
readers have come to invest more in the Sandman’s point of
view, and to relate this lack of depth in other characters to
the metaphorical lack of depth within their “characters”
[figure 3]. On page 30, the Sandman emerges form his glass
prison in a whirl of wind, light, and clouds. The Sandman’s
head is tilted backwards in a pose of strength [figure 4]. This
view also has great deal of movement and color that references a
three-dimensionality. Scenes of dark triumph such as this one
are common in the series, and it is the specifically dark nature
of the triumph that makes the process of identification with the
Sandman an interesting issue. The typical comic book fan is
often imagined as a teenage male experiencing the hormonal and
emotional angst of adolescence. Thus, it makes sense that a lot
of the Sandman’s appeal could be related to this dark triumph.
It references a strength that does not necessarily remove one
from their situation and symbolizes a transformation from angst
to power. Sandman is thus an empowering character, and it is
this image of empowerment which is created through making sense
of filmic processes of scopophilic narcissism.
FRAMING
Perhaps the greatest difference between a comic book and the
films theorized by Laura Mulvey comes from the way in which the
filmic diegesis differs from the comic book panel. Indeed, there
is so much freedom in the comic book panel that it becomes
difficult to know whether to consider the individual panel or
the complete page (or even double page spread) as comparable to
the diegesis. The Sandman masterfully works with
different configurations of panels and full page artwork to
create a context in which individual panels take on a greater
meaning. Scott McCloud points to the way in which panel shapes
control the way in which the comic book is read and understood
in his book, Understanding Comics. This changes the
reading experience and is often responsible for shaping the
reader’s understanding of comic time. However, what remains
untheorized by McCloud is the dramatic ways in which the borders
and framing can connote ruptures not only in time, but in the
actual understanding of the narrative. In “Sleep of the Just,”
the creative uses of framing and paneling allow for a more
contextual understanding of the comic book.
The way in which Roderick Burgess’s house forms a full page
frame more graphically represents the seriousness and
significance of the actions which are taking place in the house.
On the first page of the comic, the reader sees a brilliant blue
sky and front porch of Burgess’s home forming the backdrop for
the page [figure 5]. On the page, seven panels document Dr. John
Hathaway’s arrival at Burgess’s house. Hathaway has come to
deliver the last element needed for the ritual. The
omnispresence of the house in each of the seven panels suggests
that there is something very significant about this landscape. A
few pages later, the reader sees the gate of Burgesses house
during the night forming the page backdrop [figure 6]. Within
the page are four panels which show various individuals around
the world. Their placement within the foreboding frame of
Burgesses house at night conveys the message that their lives
will be changed dramatically. Gaiman follows these characters
throughout the comic, noting that indeed their lives have
changed because of Burgess’s home. Also, many of the
characters and their descendants will form the basis for
subsequent issues of The Sandman. The juxtaposition of
panels upon larger frames is a tool that has often not been used
in the history of cinema. Sometimes, scenes are framed linearly
through an establishing shot and then a cut to another scene.
However, this is not as obvious as the juxtapositions possible
in comic books. Also, the juxtaposition may not be fully
understood until one thinks through the movie again or reviews
it. Comic books however have the possibility of using these
types of juxtaposition to create an atmosphere that does not
necessarily hinder the flow of the narrative. Of course, the
technology exists for these types of filmic representation, and
their use could be an example of the type of representation
which Mulvey favors in replacing the style of classical cinema.
Although Mulvey’s suggestions often tend to be prescriptive in
directing an artist’s choices, this use of framing can be
useful. In reading these comic book images, one becomes
conscious of the fact that they are not watching reality. In
other words, a movie’s use of this type of juxtaposition could
make more visible the director’s work, breaking down the
illusion of reality afforded by the camera.
A second instance of creative framing comes in The Sandman’s
use of borders. Pages two and four through seven are enhanced by
a very intricate border [figure 7]. It resembles ornately carved
wood and allows the reader to understand the events taking place
within the border as different from comic book reality. On pages
four through seven, Roderick Burgess begins his ritual to summon
Death. Thus, the border comes to partition this part of the
Sandman narrative off as unique, indeed for the reader’s
purposes, it is the creation of the Sandman. The border does
more though. In addition to separating this part of the comic,
it serves to intensify the liminality of these actions. The
Sandman is one of the seven Endless (Death, Dream, Desire,
Delirium, Destiny, Desruction, and Despair) who reside beyond
the mortal realm. In summoning Dream, Burgess is walking a thin
line between material reality and the Dreaming, the Sandman’s
realm. The border returns later when Dream confronts Burgess’s
son about imprisoning him for so long. The Sandman plans to
punish him for his actions, as he took over as the Sandman’s
keeper after Burgess died. The border again shows liminality as
the Sandman is about to make a change in a mortal’s life by
punishing Burgess’s son with eternal waking.
What comes from this reading, then, is the fact that
contemporary theory of comic books as exemplified by McCloud is
not enough to facilitate a complete reading of comic book
narratives. McCloud provides an excellent history of the comic
book and understanding of the way in which it structures time.
However, attention to only patriarchal ideology like Mulvey or
time, like McCloud limits the interpretations of texts. Like a
great deal of art, part of The Sandman’s appeal is its
ability to play with conceptual and metaphysical understandings
of the world. And although art and ideology are always somehow
intertwined, to read all art as exemplifying ideology is to
remove art’s ability to challenge contemporary assumptions
about life and reality. A more rigorous theory is necessary to
understand art which attempts to transcend both technological
and ideological determinism. Comic books and their history of
engaging with topics not necessarily of this world provide an
interesting view of art which at once relies on film theory’s
understanding of identification yet also surpasses the theory’s
grounding in universal notions of a patriarchal ideology.
Perhaps when these two modes of theory unite we will in Mulvey’s
terms, be able to “conceive of a new language of desire”
(Pleasure 3).
WORKS CITED
Berger, Karen. Introduction. The Sandman: Preludes and
Nocturnes. New York: DC Comics, 1991. Unpaginated.
Gaiman, Neil. The Sandman: Preludes and Nocturnes. New
York: DC Comics, 1991.
Gaiman, Neil. The Sandman: Season of Mists. New York:
DC Comics, 1992.
McCloud, Scott. Understanding Comics: The Invisible Art.
New York: A Kitchen Sink Book for HarperPerennial, 1993.
Mulvey, Laura. “Visual Pleasures and Narrative Cinema.”
(1975) Visual and Other Pleasures. By Mulvey.
Mulvey, Laura. “Afterthoughts on ÔVisual Pleasure and
Narrative Cinema’ inspired by King Vidor’s Duel in the
Sun (1946)” (1981) Visual and Other Pleasures. By
Mulvey.
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