Translating Comics: It's Not Just in The Bubble
Translating Comics: It's Not Just in The Bubble
TRANSLATING COMICS
It’s Not Just In The Bubble
Erinç Salor
esalor.net
Canan Marasligil
cananmarasligil.com
Introduction
Comics go by many names – graphic novels, sequential art, bande dessinée, çizgi roman –
and when they are translated, the passage from one language to another may entail shifting
cultural connotations. In spite of cultural differences, however, the ability of comics to
create narrative and emotional impact by combining visual and textual elements remains
constant. In this article, we will explore some of the unique characteristics of comics as a
medium and discuss the challenges and opportunities these may present for comics
translators.
We will begin by establishing the origin and development of comics as an art form.
Building on this historical understanding, and within the framework of some prominent
theoretical work on comics, we will highlight certain key considerations relating to the
translation of comics. Finally, we will contextualize our findings using a number of real-life
examples from comics translated from French to Turkish and from Turkish to English. The
historical and analytical section of this paper was prepared by both authors, while the final
section focuses on Canan Marasligil’s personal experiences as a professional translator. Our
analysis is designed to illustrate the unique potential of comics for translation and to
encourage curiosity and intercultural dialogue among comics creators and literary
translators.
Before we begin our analysis however, a note on terminology is required. Throughout
the comics industry and academia, naming conventions with regard to comics have been a
source of considerable debate. During the latter half of the twentieth century, when aspiring
comics artists in the English-speaking world were trying to establish comics as a legitimate
art form, the term ‘graphic novel’ was proposed, and adopted, in order to set certain works
apart from the more widely known ‘comic books’. However, we do not subscribe to the
usefulness of this distinction and throughout this paper we have opted to use the broader
term ‘comics’ and the more descriptive title ‘sequential art’ interchangeably in order to avoid
repetition.
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sections of the population. To broaden their appeal, newspapers started publishing ‘funnies’
or ‘funny pages’ featuring cartoons.
It is important to note that the serial nature of these media was an important factor in
determining one of the fundamental characteristics of comics. In his study of serialised
storytelling in comics, Daniel Wullner highlights the proliferation of serialisation in the
nineteenth century: it was famously adopted by figures such as Dickens, and led to the
emergence of pulp magazines. Wullner writes that ‘although pulp magazines did not succeed
economically, their content and themes were responsible, in large part, for the first serial
comics narratives’ (2010:45). Moreover, in addition to pulp magazines providing the
financial and thematic foundation for comics, Wullner argues that ‘it was only through the
serialization of comic strips that readers were introduced to notion that words and images
could work together on the printed page’ (2010:46). Modern comics still build on the
framework provided by serial narratives, and develop their narratives and character
mythologies around the continuous and cyclical nature of their storytelling.
Ultimately, the emergence of the modern comic book industry in the United States can
be traced back to a combination of the technological advances of the industrial printing
press, the availability of cheap pulp paper, and the market segments pioneered by popular
genre literature. The social and economic implications arising from these beginnings in the
late 1920s have continued to impact upon comics as an art form ever since.
In the following decades comics became a staple for any culture that embraced the
printing press, from Algeria to Japan. With the growing popularity and diversity of comics,
comics creators gradually embraced their artistic impulses, resulting in increasingly
audacious and unique styles and movements and much longer works, occasionally called
‘graphic novels’. Regardless of genre or country of origin, at the beginning of the twenty-first
century comics are still one of the most popular and beloved forms of communication
media. The numerous artistic and cultural trends within the medium still recall the initial
strengths and characteristics that made it so explosively popular a century ago.
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in commissions from a Turkish publisher, Marmara Çizgi, who have published (among
other titles) Berlin, Bone, Amazing Spiderman, The Walking Dead and the works of Enki
Bilal in Turkish. I have been asked to translate two series of comics for them: Alejandro
Jodorowsky (writer) and François Boucq’s (artist) Bouncer and Xavier Dorison (writer) and
Christophe Bec’s (artist) Sanctuaire. The two works are completely different; one is a
Western and the other a science-fiction story set in a submarine. Both works have allowed
me to evaluate myself as a translator and to learn more about this very particular art form.
Jodorowsky has a vast bibliography – even if you know very little about comics, you may
have heard of works such as The Incal, which features artwork by the late Moebius, another
giant in the comics world. Worrying about jumping from a fairly unknown comics artist to
such a widely respected one was not a matter of elitism. It had more to do with an awareness
of the audience: readers of Marmara Çizgi are avid comics readers who wait with great
enthusiasm for new titles to appear. But I soon got over my fear when I took the work into
my own hands and started translating.
“You are used to translating prose, aren’t you?” asked my editor Ilke Keskin, an excellent
and very experienced translator of comics from English to Turkish, when he read my first
draft. He was right: most of my experience had been in translating prose and some poetry,
but translating comics was fairly new to me. “Texts in comics are dialogues – you need to
render them as such,” said Keskin.
This had of course been absolutely clear to me when I’d read the story in French, but I
realized on rereading my Turkish translation that I had indeed mistranslated some
dialogues. My cowboy character was way too polite in Turkish, and so there was a gap
between the image and the text in the speech bubble. My task as a translator is also to
identify the context in which the character is speaking by analysing the images, not only in
one panel but within the whole story. It is easy to spot dialogue in a prose text when the
author clearly identifies it as such. With comics, however, although speech bubbles make it
apparent that the text represents dialogue, the tone of voice still needs to be identified
according to the characters as well as the context in which they are speaking. While
seemingly not so different from translating prose, the challenges presented by comics – the
ones already outlined in the earlier sections of this paper – are often hidden in plain sight,
woven into the unique language of comics.
Linked to the question of spoken language is the specific issue of onomatopoeias.
Although phonetic imitation of sounds are also found in prose texts, they are used more
extensively in comics.
The use of onomatopoeia in comics dates back to the early twentieth century. Popular
culture historian Tim DeForest notes the impact of Roy Crane, the creator of Captain Easy
and Buz Sawyer, on the popularisation of onomatopoeias (DeForest, 2004:116):
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It was Crane who pioneered the use of onomatopoeic sound effects in comics, adding
"bam," "pow" and "wham" to what had previously been an almost entirely visual vocabulary.
Crane had fun with this, tossing in an occasional "ker-splash" or "lickety wop" along with
what would become the more standard effects. Words as well as images became vehicles for
carrying along his increasingly fast-paced storylines.
When I did Green Arrow, I went with Onomatopoeia for a villain, just because I loved that
word, and it kind of formed the character inasmuch as he would say sounds out loud. It
only kind of works – I think – on a comic book page because if you have a gun going off,
they usually write BLAM! and then you can have, you know, the character saying "BLAM!"
in a word balloon, but like if you tried to do that cinematically you can't really rock it. A
gun in a film sounds completely different. It doesn't read as BLAM! and so to have a dude
say BLAM! after a true gunshot, all these people would be like "he's just retarded". I think it
works great in print and on a comic book page. I don't think that character would translate
very well outside of that.
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As a starting point, Wikipedia provides a collection of cross-linguistic onomatopoeias:
Wikipedia: Cross-linguistic Onomatopoeias
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Conclusion
In this essay, we have aimed to provide an introduction to comics as a medium and discuss
some of the particular issues regarding translation of comics. Having emerged from a rich
artistic background and been sustained by a resilient business model, the modern comics
industry remains relevant and strong with a broad reach across numerous cultures and
genres. With the rise of digital distribution and falling barriers to entry, the potential for
intercultural dialogue through comics has never been stronger, which is both an opportunity
and a challenge for the translator interested in working with comics. In our historical
overview, we presented only one of the foundational myths of comics and other cultures
around the world have their own stories about how comics originated. Understanding how
comics work and the devices they use to construct narrative is crucial for translators of
comics, and we have tried to provide a framework for some of the key tenets of the medium.
The so-called Golden Age of American superhero comics may have ended sixty years ago but
the diversity in comics have never been richer and we hope that in this paper we have
provided the motivation and impulse for translators to contribute to the most engaging
form of media yet to be devised.
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Works Cited
Deforest, T. (2004) Storytelling in the Pulps, Comics, and Radio: How Technology
Changed Popular Fiction in America. Jefferson: McFarland & Company, Inc.
Forceville, C, T. Veale, and K. Feyaerts, (2010) ‘Balloonics: The Visuals of Balloons in
Comics’, in J. Goggin and D. Hassler-Forest (eds), The Rise and Reason of Comics and
Graphic Literature. Jefferson: McFarland & Company, Inc., 2010
Goggin, J. (2010) ‘Of Gutters and Guttersnipes: Hogarth’s Legacy’, in J. Goggin and D.
Hassler-Forest (eds), The Rise and Reason of Comics and Graphic Literature. Jefferson:
McFarland & Company, Inc.
Louerrad, N. (2012) ‘Demonsterate’ (translated by C. Marasligil), Words Without Borders
[online.] Available at http://wordswithoutborders.org/graphic-lit/demonsterate
Marasligil, C. (2011) ‘A Dispatch From Fibda, the International Comics Festival of Algeria’,
Words Without Borders, 17 October 2011. 2 May 2013
------ (2013) ‘A Closer Look At Fibda: The Renaissance of Algerian Comics’, Words
Without Borders, 27 October 2011. 2 May 2013.
------ (2013) ‘Illustrating Conflict: Perspectives From Fibda’, Words Without Borders, 6
December 2011. 2 May 2013
McCloud, S. (1993) Understanding Comics: The Invisible Art. New York: Kitchen Sink
Press
Smith, K. (2007) Interview on azhrialilu.com. Internet Archive 2 May 2013.
Wullner, D. ‘Suspended in Mid-Month: Serialized Storytelling in Comics’ in J. Goggin and
D. Hassler-Forest (eds), The Rise and Reason of Comics and Graphic Literature.
Jefferson: McFarland & Company, Inc.
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