I didn’t think anything but a comic book by Rob Liefeld could be as Nineties as Wireless by Jack O’Connell. It shares the Nineties comic-book and movie obsessions: grim’n’gritty tone; cool, shiny urban nightscapes; sudden, poorly motivated sex and sadistic, over-the-top violence springing out of nowhere purely to punctuate the mood pieces; hipness represented by young folks with piercings and chrome-spiked leather outfits. It’s a museum piece, a time capsule from 1993 filled to overflowing with a distilled version of what was cool back then.
Like much of 1990’s narrative, Wireless is a collage of proto-edgelord images in search of a plot – which means, to judge it, you don’t look at the plot. It would be as unfair as judging a musical or a kung fu movie by the plot. A good plot would be a bonus, but it’s not what you’re going for. What Wireless wants to give us is a bunch of cool characters bouncing off each other in a cool setting. And it gets that half right.
The characters, Oh God, please no. I don’t have to go much farther than the impossibly hot talk DJ vixen who does a show on human sexuality, a model of sexual and personal independence who is screwing the hero within two hours of meeting him and ready to settle down with him inside twenty-four, to give you an idea what they’re about. But worse happens when they open their mouths. The same kind of lengthy, stilted, pseudo-philosophical dialogue comes out of the mouths of every character in the book, whether they be insurance salesman, sexy DJ, tough cop, dwarf CPA/ballroom dancer/pirate radio DJ, homicidal psychopath, whatever, whoever – and it just keeps coming, nobody shuts up, O’Connell loves to hear himself talk and just goes on and on, like Neal Stephenson only not entertaining. The characters are a dead loss.
The setting, though? The crumbling New England mill town of Quinsigamond? It’s magnificent. O’Connell goes on for it must be five pages describing the nightclub Wireless of the title, and he puts me right there inside it: I see it; I have never seen a place like it before; I feel what it’s like to be there; it is as cool as O’Connell says it is. Every inch of the city, every mention of its politics, its history, its climate, is vividly alive and endlessly fascinating. Without sparing us the details of Quinsigamond’s decay, O’Connell makes the city so beguiling that if it existed I would want to go there, maybe even live there. I put up with the irritating characters and the “Now the story has to end, so the bad guy will grab a girl and climb to a rooftop in the city at night” plot, just to spend more time in Quinsigamond.
I understand Jack O’Connell got a lot of attention for his Quinsigamond quadrilogy when the books first came out, doubtless because what I find eye-rollingly familiar and dated was edgy and outré at the time, but the only reason I find to read the book now is the part that holds up: the city of Quinsigamond itself. As Dean Motter did in his Mister X series of comic books a few years before O’Connell began his Quinsigamond cycle, O’Connell has designed a perfect setting – and then forgot to put anything in it.