Into the Longbox: Disney Kingdoms
I just happened to be in the Magic
Kingdom when I noticed a comic book on the shelf at the Haunted
Mansion gift shop, Seekers of the Weird. I didn't pay much
attention. I flipped through the book and decided that if it caught
my attention again when the trade came out I'd give it a try.
Five issues came and went. The
collected edition hit the shelves. It didn't catch my attention.
Quite without my knowledge my wife had
been buying issues of Figment for my daughter, a huge fan of
the imaginary purple dragon. All five issues went into Destiny's
comic box without crossing my line of vision, accompanied a year
later by the follow up Figment 2. When my wife discovered they
had missed the five issue run of Big Thunder Mountain, she
painstakingly tracked down and special ordered every one of them. It
wasn't until Haunted Mansion came out that they saw fit to approach
me. “Destiny doesn't want to read Haunted Mansion,”
she said. “I need you to add it to your pull file so I don't miss
any of them.” Ah, me. Les bandes dessinées
sont la langue de l'amour.
As part of their initiative to broaden
their appeal to young boys and male teens, Disney had commissioned a
line of comic books inspired by attractions in the parks. I'm not
sure how well that part of the plan worked out for them, but the
books certainly caught the attention of Disney fans like my wife. I
went back and picked up Seekers of the Weird and made sure to
snag Enchanted Tiki Room when it hit the shelves once Haunted
Mansion concluded. Each five-issue limited series stood on its
own merits, disconnected from the other titles, except for the two
Figment books. All of them met with the approval of my wife and
daughter, but I felt the need to see for myself just what they were
doing with the tie-in media.
While the other books were nominally
inspired by attractions in the parks, Seekers of the Weird
came from an idea by Imagineer Marty McClure that never came to be.
The original attraction was the Museum of the Weird and it was to be
a walking tour through an old house with any number of strange and
impossible items on display. The comic book told the story of brother
and sister Max and Melody Keep, who find themselves suddenly
embroiled in a war between an ancient magic user and the secret
society that opposes her. Facing down a host of magical monsters and
otherworldly entities, Max and Melody must team up with an uncle they
barely know and don't trust in order to save their parents, who have
studiously kept the “secret” in “secret society”.
Seekers of the Weird (2014) #1 |
Figment told the story of
Blarion Mercurial before he became known as Dreamfinder. An inventor
frustrated by limits placed on his imagination by the laws of
physics, Mercurial invents the Integrated Mesmonic Converter to draw
energy from the stuff of imagination. Instead, he creates a tiny
purple dragon named Figment. Mercurial and Figment then adventure
into other worlds until they finally return home just in time to save
the Earth from an alien invasion using the power of imagination.
Figment (2014) #1 |
Big Thunder Mountain Railroad
introduces the reader to Abigail Bullion, a rebellious teenage girl
whose father owns the Big Thunder Mining Company. Abigail travels
west to live with her father in the mining town, but falls in with
bandits and learns of the trouble brewing in the mine. Unable to
stand still when she perceives injustice, Abigail begins taking
measures to put things right. But things are not as they seem and
none of the players have factored in the most important thing in this
part of the Old West, Big Thunder Mountain herself.
Big Thunder Mountain Railroad (2015) #2 |
Figment 2 returns us to the
present day as Mercurial, now known as Dreamfinder, and Figment bring
their adventures to a crashing halt at a little city on the coast of
Florida. Dreamfinder runs headlong into the legacy of invention that
began with his adventures nearly 100 years ago. Imagination, it
seems, is limited by neither time nor space. Thrust into the modern
world and surrounded by young geniuses with tools that far outstrip
his wildest conceptions, Dreamfinder begins to doubt his own
abilities and the real power of imagination. It's up to Mercurial's
great- great- grand-niece Capri to save Dreamfinder from his own
doubt with a little Spark of her own.
Figment 2 (2015) #3 |
In The Haunted Mansion, teenaged
Danny is contacted by Madame Leota and informed that the ghost of a
pirate captain is holding hostage the ghost of Danny's beloved
grandfather, recently killed during an adventure in the mountains.
Danny must overcome his fears and confront the pirate captain,
Constance the bride, and the 999 other ghosts within the mansion in
order to save his grandfather and keep from becoming the 1000th
occupant himself.
The Haunted Mansion (2016) #4 |
Enchanted Tiki Room hails back
to the best of 70s and 80s television, with the four feathered hosts
taking the place of Mr. Roark in Disney's version of Fantasy
Island. Guests arrive on the island to witness the magic of the
Tiki Room and have their wishes granted by the Tiki gods. In the
process, they learn a life lesson and hopefully emerge from the
experience as better people.
Enchanted Tiki Room (2016) #3 |
With the exception of Enchanted Tiki
Room, these are all straight-up adventure stories very similar to
the movies produced by Disney Studios. The action is engaging, the
pacing keeps the reader involved in the story, and the characters are
likeable and relateable archetypes that grow through personal
failings as the stories progress. They don't obsess over the
character flaws of the cast or devolve into tedious manufactured
personal drama. They don't belabor a social agenda or abuse the
reader with heavily stylized art or “edgy” language. These books
are designed to appeal to the widest possible audience and they
succeed very well. The stories are approachable and easy to read,
with crisp lines and a natural flow to the art. Anyone who picks up
these books looking for an adventure story is going to find something
they like.
Unfortunately, it also means they'll
probably find very little that stands out. Unless you are a massive
Figment fan or devoted to the lore of the rides, these books don't
add much to the experience already provided at the parks. Lovers of
weird fantasy will enjoy these romps but find they follow a familiar
formula and lack grounding in an external setting. These are not bad
books and the collected versions make an attractive package at an
excellent value. Like many Disney adventure films, each of these
adventure stories is a beginning without a continuation, an
introduction to a world the reader will likely never visit again nor
further contemplate. And that, I think, is a great failing.
G.K. Chesterton wrote about the purpose
of myth and fantasy in The Everlasting Man, saying, “We know
the meaning of all the myths. We know the last secret revealed to the
perfect initiate. And it is not the voice of a priest or a prophet
saying 'These things are.' It is the voice of a dreamer and an
idealist crying, 'Why cannot these things be?'” The failing of the
Disney Kingdom adventure books is that they do not leave the reader
asking if these things can be, desiring to protect the world from the
supernatural with the Seekers of the Weird, or fearing the
crushing weight of a perpetually unfulfilled afterlife in The
Haunted Mansion.
Dreamfinder encourages others to seek
the spark of imagination within themselves. Young Danny receives a
lecture from his ghostly tour guide that depictions of death should
properly be a celebration of life. They are both exhortations that
ring hollow, for if humanity could find fulfillment within
themselves, we would have little need of a savior. As it is, God has
placed eternity in the heart of man so that we would look outside of
ourselves to examine His waiting revelation.
Finally, I must address Enchanted
Tiki Room. The situations are ludicrous without being funny. The
characters are quirky without being engaging. The dialog is
informative without being witty. The story structure is formulaic
without being satisfying. The art, however, is clear and crisp with
an eye for motion and the ability to make the attempts at physical
comedy seem funnier than they actually are. Horacio Domingues handled
pencils, inks, and colors for the title and deserves massive props
for his efforts. I shall speak of this title no more.
Each of the Disney Kingdoms titles must
be found under its own name, and I encourage fans of weird fantasy
and sci-fi adventure to not dismiss them out of hand. They really do
make nice companion pieces to the attractions and most every audience
will find something in them appealing. I give Seekers of the
Weird, The Haunted Mansion, Big Thunder Mountain
Railroad, Figment, and Figment 2 Quality scores of
“Satisfying Reads” and Relevance scores of “Missed
Opportunities”.
***
Winston Crutchfield has loved comics ever since he discovered his older brother's stash of Spider-Man and What If? books forgotten in a dresser drawer. He blames his mother for teaching him to read and his grandmother for fooling nobody by “accidentally” picking up new comics at the drugstore with her crossword puzzles. He is the publisher and small business service provider at Critical Press Media, and may be found in the Christian Geek Central forums as “MindSpike”.
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