STARRED REVIEW
October 8, 2024

The best graphic novels and nonfiction of 2024

Four graphic books make major strides with powerful art and stories, going back to a classic, and venturing deep into the woods.

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Countless readers have picked up The Adventures of Huckleberry Finn since it was published in 1885, and it’s commonly listed among the great American novels. Though the book is perennially popular, its author, Mark Twain, has been criticized for relying on racist caricatures when writing about Black Americans, particularly the character Jim, an enslaved Black man who travels with Huckleberry Finn in the book.

Big Jim and the White Boy by David F. Walker and Marcus Kwame Anderson offers the other side of the story of this American classic. The graphic novel retelling centers on Jim and his quest to reunite with his family after they have been sold away by Huck’s cruel and volatile father. Aided by the audacious Huck, Jim undertakes an epic journey across the antebellum South and Midwest. Interwoven with the narrative are glimpses of the elderly Jim telling his story to a group of his great-grandchildren in the 1930s, and flashes further forward in time to the 1980s and 2020s as his descendants in turn pass on the tale.

Walker and Anderson have collaborated before, on the Eisner Award-winning The Black Panther Party: A Graphic Novel History. Walker’s passion for storytelling shines through his prose, with humor and wisdom thoughtfully sprinkled into a narrative that is also realistic about the horrors of slavery. An author’s note explains the linguistic choices he made to humanize Jim while remaining authentic to the time period.

Anderson’s illustrations are distinctive and his attention to detail is impressive: His characters are recognizable at any age. Vibrant color palettes by Isabell Struble will also help readers easily distinguish between the various timelines. The choice to frame the story as being told by an old and bickering Jim and Huck in the 1930s will make readers feel like part of the enthralled in-person audience, and demonstrates the power of oral storytelling in recording Black history.

This phenomenal graphic novel doesn’t set out to replace The Adventures of Huckleberry Finn, but to add immeasurably valuable context that has historically been left out. Jim’s story deserves to be told, and as Jim’s great-great-great-granddaughter says, “The story won’t tell itself.”

Big Jim and the White Boy is a phenomenal graphic novel retelling of The Adventures of Huckleberry Finn from Jim’s perspective, adding immeasurably valuable context and celebrating the power of oral storytelling.
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In Brittle Joints, Maria Sweeney illustrates the complexities of living with chronic pain, trying to find comfort when healing is impossible and as the medical system repeatedly fails her.

As a child, Sweeney started counting her broken bones. It seemed as if they would just happen. After she was diagnosed with Bruck Syndrome—a rare progressive disease—the fragility of her bones and the pain in her joints had an explanation, but no possibility of a cure. So, in beautifully colored, evocative frames that reflect her effort to adapt to her advancing condition, Sweeney takes the reader through parts of her journey as she looks for relief.

For Sweeney, doctor’s appointments are often frustrating: either doctors do not know what to do, or they seem unaware of the pain they cause her; traditional pain relief comes with severe side effects and risks; people question her use of a wheelchair as someone who can—painfully—walk when needed. Through it all, her relationships with her boyfriend and friends provide comfort and understanding. Sweeney includes the story of her adoption from Moldova, adding another layer to how she understands and communicates her sense of self.

The graphic memoir as a form proves effective here; the images—in particular as Sweeney illustrates herself from childhood to adulthood—reveal her emotions as words on their own could not. Each mark on the page seems defiant, showing all that she has overcome to use the pen, to tell her story in word and image.

In beautifully colored and evocative frames, Brittle Joints shares illustrator Maria Sweeney’s experiences living with a rare disability.
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In the woods of Nova Scotia, Drew is building a cabin. Save for the company of their dog, Pony, Drew is alone—a fact that everyone seems to have an opinion or an assumption about, much to Drew’s exasperation. But Drew is determined to live their dream life in their cabin, so they go to work, accepting help from local men to chain saw the trees on their property.

Sans chain saw, Drew is unassuming and a little awkward. But rev the engine, and they become the fiery Vera Bushwack, resplendent in assless chaps astride a noble steed, chain saw brandished like a sword. Drew can’t always be Vera, though, and when they aren’t working, they cycle through memories—some of kindness, some uglier.

Sig Burwash’s debut graphic novel, Vera Bushwack, is about self-love, queer comfort and the importance of learning to trust again after trauma. Despite its vibrant cover image, Vera Bushwack is a quiet book. Much of the story is relayed without dialogue, through surreal memory reels and montages of Drew and Pony’s new life, which are at turns hilarious and heartbreaking.

Burwash’s illustrations are endearing and strange, even off-putting at times, which complements Drew’s story perfectly. Sparse black sketches over muted, monochromatic backgrounds capture a sense of space and isolation while also telling an incredibly intimate story. One of Burwash’s biggest strengths as an artist is facial expressions; Pony, who is all ears and tongue, is simply a delight, while Drew’s emotional range, from blasé to maniacally gleeful, is something to behold.

Readers may be surprised to learn that the book is a debut, not only because of the clear skill it displays, but also because it feels so lived in. That’s a testament to Burwash’s talent. Vera Bushwack is sure to be a meditative balm for any queer person who sees themself in Drew—or in Vera.

In Sig Burwash’s debut graphic novel, unassuming Drew transforms into the fiery Vera Bushwack, resplendent in assless chaps, with the rev of a chain saw. Vera Bushwack is sure to be a balm for queer readers.
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Julie Heffernan is predominantly known as a self-portraitist. Her astounding large-scale oil paintings are baroque, surrealist, highly staged and detailed, and often feature a woman—herself, bare-breasted, surrounded by a riot of flora and fauna. She frequently toys with traditional representations of women in art, depicting herself in big headpieces and bigger skirts, and using titles like “Self-Portrait as Gorgeous Tumor” and “Self-Portrait as Tree House.”

Many of Heffernan’s self-portraits are reproduced in Babe in the Woods: Or, the Art of Getting Lost, her first graphic novel and a mesmeric work of autofiction. It is a loose retelling of how she became an artist, leaving a Catholic home where art didn’t exist and meeting people who helped her to discover the world of art history and her own fierce opinion and creative voice. A version of Heffernan recounts these events—often in the form of a one-sided conversation with her mother—while hiking deeper into the Appalachian Mountains with her infant child. We know from the outset that she’s getting herself lost, and as her mind whirls through her memories, examining traumas and questioning everything with a furious intensity, it is clear that she is making a dangerous, terrible choice. She is being a bad mother, and she says so.

Throughout Heffernan’s labyrinthine walk in the woods, we are treated to “revelations,” each centered on a work of classic art. Heffernan is a Professor of Fine Arts at Montclair State University, and here she delivers brief lessons on famous paintings such as “Rape of the Daughters of Leucippus” by Peter Paul Rubens and Jan Wildens, which is accompanied by Heffernan’s revelation, “DON’T GIVE UP no matter WHAT!” as she shows how the painting uses two women’s naked bodies to create the shape of a pinwheel, whirling like blades in the center of the scene. The women are about to be raped, but they still have “ACTION! MOTION!! AGENCY!!!”

Much of the illustration for the novel was done in Microsoft Paint, which gives the book a sketchy, glitchy quality, completely in opposition to her oil paintings. Many scenes, as well as some reproductions of her self-portraits, are pixelated, the color appearing to malfunction and separate. Details become difficult to see, and the viewer is forced into the same frustrating brain-fuzziness as Heffernan’s character. 

The varying styles, the collapsing of clarity, the tremendous rage and continual turning-over of past traumas—all these elements combine in Babe in the Woods to illuminate the mysteries of the creative process. It is a staggering work of graphic literature, strange and enraged, carnal and emotional, encompassing the terrific force that keeps an artist moving forward. Reading it doesn’t feel like moving in a straight line, but rather a spiral, and as Heffernan writes, “a spiral always brings us back to a center, no matter how far we travel away from it.”

Julie Heffernan’s first graphic novel, Babe in the Woods, is a mesmeric work of autofiction loosely retelling how she became an artist while following a hike in the Appalachian Mountains with her infant child.

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