March 22, 2014 has been declared Hellboy Day by Dark Horse Comics. Thatās because itās been 20 years since Mike Mignolaās signature creation first appeared in print. Itās been a long, awesome existence for Anung Un Rama. Letās celebrate it by picking the brain of Hellboyās daddy.
The iconic creator got on the phone with me to talk about the history of his cantankerous occult adventurer. Over the course of the conversation, Mignola talked about his early career working for Marvel and DC, why the Hellboy video games probably didnāt work and what kind of animation he love to see Hellboy done up in.
Kotaku: Let me start off with a little personal anecdote of mine as it relates to Hellboy. There was a short that I believe you drew. It was one of the little Hellboy vignettes where he eats pancakes for the first time.
Thatās one of my favorite moments. But one of the best things about it was I was able to show that to a friend of mine who doesnāt read comics. Heās not into geek culture at all, yet he got it right away and he laughed.
To me, that encapsulates one of the things I like most about Hellboy, which is a mix of plainspoken, everyday workman like tone with this ominous Lovecraftian doom-and gloom-framework. Was that something you set out to do from day one?
Mike Mignola: I had so few conscious thoughts about what I was doing. I just basically swept together everything I liked. I guess I should just be really happy and lucky that I found the right balance between all these things because I really did bring everything to it.
I know guys who are much more compartmentalized with the way they think, and they say, āIām going to do this book and itās going to be this plus this. Then this other book over here is going to be my take on this.ā
My feeling from day one was Iām only going to create one thing. If Hellboy works, I have no intentions of trying to do that again. Iām just going to pour everything into this one thing. The one conscious thing that went into Hellboy was creating a character that could be a vehicle for all this different stuff.
I do have a book where Iāll do an adaptation of an old Irish folk tale, but at the same time, Iāve got this big Lovecraftian thing going on. I dance around explaining how all these different universes work together.
Mostly Iād rather just keep certain areas mysterious rather than trying to explain some big thing. You start explaining fairy tales turning them into a Lovecraftian thing and youāve lost the magic of what was in that fairy tale. I did hit on a way to write all of this stuff very vague and mysterious and cryptic, and not step on the magic stuff.
Kotaku: Itās been 20 years. Do you feel like you prefer the writing or the drawing more? You were doing both at the same time for a very long time. But now youāve handed off some of the artistic duties to Duncan Fegredo, right?
Mignola: Yeah. I did hand it off to Duncan. Iāve now taken it back, and have been drawing the book myself for the last two years or so, something like that. I got to the point because of the movies, especially that second movie.
I was so roped into working on a film that I couldnāt do both. The comic was just never going to be coming out if it had to wait for me. Plus, Iād gotten very hung up on the way I drew, and I was scrapping more pages than I was publishing. It was very frustrating and I was very happy to step away from the art for a while, and almost right away I missed it.
The beauty of writing for Duncan, a) he can draw a lot of stuff I canāt draw, and I was able to write him a gigantic story without saying, āOh my God, itās three trade paperbacks worth of material.ā It ended up being almost like 20 issues, some ridiculously huge story, and I didnāt have to think about having to draw it myself.
Itās also much nicer to be able to say, āHellboy fights with a giant army of skeletons,ā without the artist part of you going, āScrew you! Iām not going to draw that.ā Itās very liberating to write for somebody else, somebody else whoās good. Also, Hellboy was able to have a love interest. Because Iām pretty terrible at drawing women or certainly I get very intimidated at drawing women.
I donāt think itās my strong suit. To do anything kind of a romance thing, I donāt know if I would have attempted it if I was drawing it. Actually, I know I never would have attempted it if I was drawing it.
Kotaku: Thatās the secret of being Hellboy single back then.
Mignola: Thatās right. No. I donāt think I even referenced him ever having relationships with characters because I didnāt even want to do a one-panel flashback or anything. But the beauty is because of Duncan, he was able to have a really charming relationship, and some of even the awkward romance dialogue I thought I was going to have to write I didnāt have to write because Duncanās storytelling was so good that the art told the story.
That is the beauty of working with a really good artist, there are certain things that you just donāt have to write if the guy can give it to you in pictures. Yeah, that was fun. I still do writing for other people, but at the same time, there is a thing I am always going to miss if Iām not drawing.
I canāt imagine a time where I wouldnāt draw at all. There are certainly days where I would be very happy to chuck all the drawing because Iām very critical of my own drawing. But if I swear off drawing, within 24 hours I would be going, āYeah, you know what I would like to draw? Iād like to draw this.ā
Kotaku: My colleague Luke Plunkett is a huge Hellboy fan. Bigger than me. Iām going to read a question from him verbatim just so you can get the full feel of it. He says, āIāve always found the most distinctive thing about your art, particularly Hellboy, to actually be the colors. Theyāre like a dungeon full of wet, brown leaves. Where do you get them from? Do you have a special name for any of them?ā
Mignola: A special name for my colors? Iāve been very fortunate to work with some very good colorists, but the bulk of Hellboy has been done with Dave Stewart. Once Dave came on boardāwhich was maybe 15 years ago, maybe even longer than thatāwe clicked very well.
Heās willing to put up with me because I do have very definite ideas about color and using color to tell the story. Working with a colorist for 15 years, you do develop a certain shorthand. He knows the colors I like.
He knows the colors I donāt like. If I tell him that kind of night time sky blue, he knows what Iām talking about. Heās great. Heās just I think the best colorist in the business, but heās very patient with me. We just did the newest issue of Hellboy in Hell
I donāt know how long we were on the phone, but I talked him through the entire comic one panel at a time, āThis is this, and this is that. These three panels need to be the same color because itās this particular location. For this panel, we jump away to this place.
[colorwork via Alex Petretich]
We need a different palette, something very icy and cold and kind of blue-greenish. But then for this panel, itās a flashback of Prague. Give me something thatās in grays. But for this panel over here itās all about the possibility of redemption so give me these nice goldy colors that donāt relate to anything else.ā Thereās a whole layer of storytelling that is in the color.
I know guys who donāt think about that stuff at all. I just think itās such an important tool. Itās like the soundtrack on a movie, you can manipulate mood so much. Itās quiet. Itās quiet. Then a little bit warmer. Then boom! Hereās where the big drums come in. You bring that in such a powerful way with the color.
Kotaku: I want to backtrack a little bit. You talked about starting out. One question for me is what would you have done if steering your own ship had not proven financially viable? Youāre a guy who started off as a work for hire with various companies, and then you carved out this niche for yourself and a universe for yourself that does exactly what you want it to do. What would you have done if that didnāt work?
Mignola: Well I was certainly prepared for it not to work. At the time, I had a pretty good relationship with DC. I kind of burned my bridges at Marvel, which is unfortunate, because Marvel is what I grew up on. To some extent, I understood those characters, had affection for those characters. Never gave a shit about DC Comics. But it turned out that one of the few characters that people liked to see me draw was Batman.
I had done a Batman book there that I was pretty happy with. I knew a lot of people in editorial and stuff there. I knew I could probably do more of that kind of stuff. At the same time I had done the Alien book for Dark Horse. That worked out pretty well.
I figured I could get other work like that. I went into Hellboy saying, āIf it works, itās great, but chances are itās not going to work.ā I was prepared to go back and do one of these things Iād done before again. I would just bounce around back and forth between these couple different companies and do whatever I could do.
I got to that point in my career where I could go in and say, āI want to do this kind of a book.ā I could create my own projects. Iād done that for about a year. Probably before I did Hellboy, I created a plot for a Batman story. DC let me do it. I could have continued doing that I think for a while but God knows where Iād be now. But that was a plan. Certainly Hellboy was not a huge seller.
My first instinct after I did that first Hellboy series was to go back and do another Batman book or something. It was actually my wife who said, and probably people at Dark Horse saying, āIt worked well enough. Why donāt you keep doing it.ā
I wasnāt ready to throw it away, but Iād bounce it back and forth between other books. But my wife, who had no reason to believe that Hellboy would ever turn into anything, said, āWhy donāt you just keep at it for a while.ā
Kotaku: Thatās so great. Thatās so supportive of her. Was this Gotham by Gaslight?
Mignola: Actually, no. The Batman book I was referring to wasnāt Gotham by Gaslight. It was a one issue Legends of the Dark Knight called āSanctum.ā It was a straight supernatural Batman story that I thought of myself. In a lot of ways, it was the precursor to Hellboy because I plotted this story that was a supernatural story and I really had a good time doing it.
When I came off of that book, I was really in a spot where I thought, āDo I continue to do stories like this where I try to cram existing characters in? Or, if I know I want to do that kind of story, do I make up my own guy?ā That one particular Batman comic was very much a springboard to Hellboy, but it came before Gotham by Gaslight.
Kotaku: I was going to mention it in passing was because there was a game in development for a while and then it got canceled. I donāt know if youāve ever seen it.
Mignola: No. I know nothing about games. I only heard of this thing when it was canceled. That was all over the Internet and Facebook and stuff. I saw a couple of images from it but I never knew anything about it.
Kotaku: It looked pretty cool. Since you mentioned games, letās talk about the two Hellboy games. Why do you think they didnāt clicked? The consensus is that they didnāt feel right.
Mignola: I had nothing to do at all with the first one. I donāt think Iād ever seen anything from the first one. Again, Iāve never played games. I donāt know anything about them. Iāve heard through channels that the first one was horrible. I assume that would be part of the problem.
https://www.youtube.com/watch?v=Yslmp35z2oI
The second one they brought me into consult one day. [Guillermo] Del Toro and I went in. Del Toro is a game guy. He said certain things and I just looked at it and said, āYeah, what he said. That sounds fine to me.ā Again, I have no idea. I donāt know what they should be. I donāt know what they shouldnāt be. I can comment on story, but games are such a completely different thing that mostly I kept my mouth shut and nodded. I would think it should work, Hellboy as a game. I would think it should work. But my lack of knowledge about games means I canāt try to sell anybody on the idea of a Hellboy game. Thatās entirely somebody elseās thing.
Kotaku: Hanging on a little bit to past characters that youāve done before, obviously Guardians of the Galaxy is coming out this year. People are going crazy for it. And itās got Rocket Raccoon, a character you drew back in the day.
What do you think the appeal of the character is? I personally hate raccoons in real life. I donāt hate very many animals but they creep me the fuck out. But people like Rocket Raccoon. Why do you think that is?
Mignola: I suspect it comes down to something as simple as the talking raccoon who apparently has an attitude, which he didnāt have, I donāt think, when I drew him. But whatever theyāve done with him since then made him into something different.
Again, Iām totally unfamiliar with all the Rocket Raccoon stuff done since I did that book. I really have no idea. It certainly caught me by surprise when the character showed up again, even in the comics, let alone the fact that he would get turned into a character in a film. I donāt know.
Itās very funny to me. But, to me, Rocket Raccoon will always be just a job I was very lucky to get at the very beginning of my career. To me, it was just a job. I wasnāt cut out to do superheroes, but fortunately the writer I was working with said, āI created this raccoon character, maybe you could draw that?ā
Iām thinking, āYeah, I donāt know how to do anything else. I want to break into comics. I want to stay in comics. You got a story about a talking raccoon? Youāre going to pay me to do that? Very happy to have the work.ā
Kotaku: That takes me down a side route that I wanted to ask you about, about your art style and the way it evolved. I remember reading your stuff back in the day, there was some early Alpha Flight
Mignola: Yeah.
Kotaku: At times, it feels like the angles have always been there, in so far as how you compose bodies and characters and faces. But, looking back on your work, it becomes apparent that you stripped away more and more detail as your career went on. Was there a tipping point for that? Like, āOh, this is whatās really working for me?ā What informed that kind of change and approach?
Mignola: It is hard also to assess what my stuff looked like the first couple years of my career. I barely had any idea what I was doing. In a lot of cases, I was under really heavy inkers. Gerry Talaoc, the guy who inked Alpha Flight, saved my ass because I didnāt know what I was doing. But you donāt really see my style at all.
I was able to evolve a style probably before anybody knew I was evolving a style. When I did Cosmic Odyssey for DC, I spent a year using a lot of Jack Kirby comics for reference. I was drawing all of these Jack Kirby characters and that was probably the biggest period of transformation. Again, the inker was not terribly sympathetic to the way I drew. I was doing a lot of thingsā¦
Kotaku: Who was the inker on that?
Mignola: It was Carlos Garzon. Heās a very good inker, but heās of the Al Williamson school, which is a lot of extra lines. I had already stripped my stuff down over the process of doing that book. Iād scaled my stuff down into these very geometric shape things very influenced by Jack Kirby. That got softened a lot. Thatās one where I really wish I had xerox with the pencils because I do think a lot of what I was doing was starting to click there.
Kotaku: The thing about Hellboy and the Hellboy universe is that itās grown into these unpredictable ways. Is there a specific aspect of the universe thatās taken a life of its own thatās surprised you?
Mignola: Well Iām still surprised thatās itās turned into a universe. It was never intended to be. From the beginning I was just happy anyone was buying the comic. The idea of expansion was very slow in coming.
When I realized that this Hellboy character was so much more interesting than I originally thought he was, I saw that he was going to be the focus of the book, and all of these other characters that I had created, there was never going to be any room for them. We had to eventually try to spin them off. Just the fact that the whole thing has taken a life of its own is one of the things Iām most proud of. Itās become a coherent history thatās spread over everything from the Stone Age through World War II, and the Old West up to now.
Iām just surprised Iāve been able to get away with it, and Iām surprised at no point really have we written ourselves into a corner where Iāve gone, āOh crap, thatās a dead end. We shouldnāt have gone there.ā The fact that itās still organically growing, and at no point has anyone, Dark Horse or anybody else, said, āWe need more books, we have to expand this thing for sales or any other reason.ā
Itās only grown because Iāve said, āOh, thereās more story here. Thereās more story here.ā I can have a character who wasnāt supposed to get a spinoff book, Iāve suddenly got 20 years of this guyās life that Iāve figured out. I think thatās maybe the secret to the success of this universe, the fact that everything feels organic. All these stories are coming organically of whatās gone before.
Kotaku: Another Luke Plunkett question: whatever happened to the Screw-On Head cartoon?
Mignola: Again, itās something I had almost no involvement in. I believe, as happens with a pilot, they did it, and the people who were supposed to do it as a show said, āNope! We donāt like that.ā Yeah, that I think comes down to something as simple as that. I had almost no involvement. They sent me a script. It was taking something that was meant to be a one-shot comic in a nonsense world.
The fact that Abraham Lincoln was in it tripped them up so suddenly it had to take place in a particular place in history, and they had to build in relationships for all of these characters. All of it was stuff I understood. They were trying to do a series. It wasnāt my kind of thing. I read it. I gave them some notes. Some they listened to, some they didnāt listen to. Then I essentially just stepped away.
There was nothing for me to do. When David Hyde Pierce and Paul Giamatti did the voices, I went and watched that. That was a great experience. And that was the end. I never watched the show. Canāt watch the show because they were very keen on trying to do my style, which makes it impossible for me to watch, because when somebody is trying to do you, all you can see is what theyāre doing wrong.
If it were done in a completely different style, stop-motion would have been the best, or live-action, or anything like that, I could maybe watch it because Iād have a little objectivity. But if I look at it, I would go, āOh, I would never draw a knee like that.ā
Kotaku: You had a little thrill in your voice when you mentioned stop-motion. What are your favorites in that particular type of animation? The old Rankin/Bass Christmas specials?
Mignola: Oh certainly, thereās just a charm to those old homemade things. Coraline and the new Boxtrolls, I just watched a trailer for that the other day, this stuff looks great. Itās just a wonderful art form. Svankmajer is his name. The guy who did Alice and Faust. A guy like that, where itās disturbing as hell.
The Quay Brothers. Disturbing, disturbing stuff. But I could see the Screw-On Head stuff done like that. Thereās a creepiness to that stuff. Even the Hellboy in Hell stuff, and certainly all the Screw-On Head comic stories, I imagine them taking place in a world like that where everything is made of dirty old toys you found in the backyard. Thereās a real charm to that.
Kotaku: Last question. It sounds like from the game stuff and the Screw-On Head cartoon, and even the movies a little bit, youāve grown warier of adaptations now. How do you basically feel if somebody comes and says, āWe want to do the Hellboy game right,ā or āWe want to do the next Hellboy movie and this is what itās going to be like.ā Whatās your stance on your vision, your creations migrating to other media right now? How do you feel about that?
Mignola: Iām fine with it. One thing that is nice now is all of those rights other than publishing are held by other people. Itās nice that Iām never going to be in another position again where somebody has to come to me and ask permission. They can just do it, whether I like it or not. It makes your decision making process a lot easier when they donāt have to ask you.
Kotaku: Can I stop you there? Thatās super interesting to me that you prefer to have a buffer rather than dealing directlyā¦
Mignola: Because if I say yes to the wrong thing then Iāve got to beat myself up for years to come that I should have said no. The truth is something like a game. Initially with Dark Horse, when Dark Horse did the first game, I had to say yes to it. But I knew I was never going to play a game.
I knew I didnāt care about that, so it was easier to say yes to something that I didnāt care about because they were making it for a different audience. But if weāre dealing with something like the design of a Hellboy book cover, I will wear out the design department saying, āCan we change this? Can we move this? Can we move this?ā Because the books are what I care about. The books are what I can control.
Mignolaās first drawing of Hellboy
Anything else, animation, film, whatever, there are so many other people involved in that stuff, my feeling is, hopefully somebody who knows what theyāre doing there will do that. Iām not going to sit next to the filmmaker or the game designer and say, āOh, it should be this or this.ā
Because Iām not a game designer. Iām not a toy-maker. Iām not a movie director. If they ask me, Iāll give my opinion, but itās not my field of expertise. But if weāre talking about story or character designs and stuff in the comic book world, then I got plenty to say.