'Blue is the debut graphic novel by Australian cartoonist Pat Grant. Part autobiography and part science fiction, the book follows three spotty teenagers who skip school to go surfing and end up investigating rumors of a dead body on the train line. Provincial values and the emotions aroused by immigration clash as the teenagers encounter strange, blue-skinned foreigners that have arrived in their little beach town. Things become even more confronting when the trail leads them to make first contact with a new wave of immigrants to their coastal town, who might be the harbingers of sweeping change.
'Blue is a delicate and affectionate portrayal of an iconic setting and way of life, told with an unerring ear and eye for the vernacular. But it's also a story about difference, fear and change, and the political implications of this for contemporary Australia.
'Pat Grant's approach to cartooning is largely an old-fashioned one, with each page of images painstakingly drawn on large pieces of illustration board with a sable brush and India ink. The images in Blue have been taken directly from drawings collected over many mornings on the beaches of NSW and Victoria; they are inspired by real life but don't lose their cartoonish charm. Combined with Grant's sparse writing the result is a cinematic story telling experience that lends itself particularly to an Australian experience of place and landscape.' (From the publisher's website.)
'This book analyses the relationship between comics and cultural memory. By focussing on a range of landmark comics from the twentieth and twenty-first centuries, the discussion draws attention to the ongoing role of visual culture in framing testimony, particularly in relation to underprivileged subjects such as migrants and refugees, individuals dealing with war and oppressive regimes and individuals living with particular health conditions. The discussion is influenced by literary and cultural debates on the intersections between ethics, testimony, trauma, and human rights, reflected in its three overarching questions: ‘How do comics usually complicate the production of cultural memory in local contents and global mediascapes?’, ‘How do comics engage with, and generate, new forms of testimonial address?’, and ‘How do the comics function as mnemonic structures?
'The author highlights that the power of comics is that they allow both creators and readers to visualise the fracturing power of violence and oppression – at the level of the individual, domestic, communal, national and international – in powerful and creative ways. Comics do not stand outside of literature, cinema, or any of the other arts, but rather enliven the reciprocal relationship between the verbal and the visual language that informs all of these media. As such, the discussion demonstrates how fields such as graphic medicine, graphic justice, and comics journalism contribute to existing theoretical and analytics debates, including critical visual theory, trauma and memory studies, by offering a broad ranging, yet cohesive, analysis of cultural memory and its representation in print and digital comics.'
Source: Publisher's blurb.