| The Complete Collection of people, places & thingsBy John Dermot Woods |  | 
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Reviewed by John Madera
John Dermot Woods’s The Complete Collection of people, places, &  things is set in a strange town organized by a distorted,  fantastic logic: Optimus Prime from The Transformers governs; Rainbow Brite, Punky Brewster, and She-Ra romp around; and  Voltron is its champion. Given these kitschy touchstones, you might  confuse this book for an adult version of Toy Story, though one  filtered through the nostalgic lens of the eighties. With its inventive  form, its metafictional conceits, its plethora of pop cultural  references, and its out and out weirdness, you might also think that  Woods’s novel is a cold construct full of flat and fairly predictable  tales. Fortunately, you’d be wrong on both counts. Instead, this book is  something altogether different: a deeply moving narrative unmoored by  conventional storytelling, one that, among many other things, involves  one man’s neurotic collecting and another man’s attempt to recapture  that collection. 
 In the beginning, we’re introduced to an old man struggling to “acquire  history” and “create the world,” and, quickly after, the man who  unwittingly becomes a kind of archivist of this man’s project.  Disregarding the old man’s notes, the other man writes down what he  himself remembers from this daunting obsessive personal historical  project:
I saw the notebooks only once. It wasn’t just a recounting, or some sort of a Manual; it was complete. As he was seized by the frenzy to acquire history, I don’t know that the collector ever understood that his goal was fully realized. I don’t remember it all, but I do remember that it was completely focused. He thought he was creating the whole world, but, as I read it, it was clearly his own world. It could not have been anything but a re-creation of his home—a much more valuable resource than the project he had intended. I can’t visit that town, but I can see it in my own. I see pieces of my world that I thought would be forever hidden.
It was the complete reality of his accounts that made them so unapproachable. His descriptions were ultimately comprehensive; his world was one that left no luxury for erosion. Its reality was certainly what prevented his notebooks from being printed (and reprinted). The book only lives on in my flawed memory and the memory of the others of my time who had the opportunity to read his hand-scrawled notes.
The conceit of Woods’s novel is that it’s simply the archivist’s  transcription of what he remembered from the notes of the “collector,”  an obsessed creator reminiscent of famed outsider artist Henry Darger  who became famous for his posthumously discovered 15,145-page,  single-spaced and unnervingly illustrated fantasy text called The  Story of the Vivian Girls, in What Is known as the Realms of the Unreal,  of the Glandeco-Angelinnian War Storm, Caused by the Child Slave  Rebellion. And the world of The Complete Collection of people,  places, & things is just as meticulously and lovingly rendered  as Darger’s text. It’s a world where conjuring alchemists and talking  bears live, where chopsticks are a chic accessory and the theft of them  merits police involvement, where people wear top hats or crash helmets  that, when worn, don’t “reveal man’s inner truth [but speak] to the  world around him, his community, his civic body, his town itself,” where  a media blitz can ruin your life, where a switchboard can take away  your leisure time forever, where you can dance the Roger Rabbit, where  water has only recently been “proven,” and where it becomes mandatory  for everyone to wear stilts. 
 Paradoxically, each recognizable characteristic of the icons and toys  featured in The Complete Collection of people, places, & things is inexplicably removed. Woods uses these kitschy references as  containers for re-creation rather than as souvenirs recovering the past.  While the names are certainly familiar, the characters bear no  resemblance to their namesakes. Despite the nod to ALF, the eighties  television alien, Woods’s Alf is the name of a woman, and her bedroom,  with its snaky array of “vents, chutes, and shafts,” could be a still  from the cutting room floor of Gilliam’s Brazil. Other  characters named for eighties icons populate the rest of this “village  without approach”: Voltron is a middle-aged townie and athlete, a  reluctant champion. Lady Aberlin from Mister Rogers’s Neighborhood is newly imagined here as caretaking “exactly one-eighth of the TV  screen, the bottom left section.” She-Ra virtually goes catatonic with  love on a new light rail, a train that literally goes off the beaten  track. And Hacksaw Jim appears as an arsonist:
Results weren’t his worry; starting things was. He was long gone before the fruits of his fire dropped from their tree. He paused just long enough to let you see those orange and yellow pinwheels spin in the glass of his rapt eyes, then he was far across town, enjoying a draft or an espresso by the time the spectators were coughing and the soot began to settle on their cheeks.
One of book’s recurring themes is that whatever is old is new again, but  also that whatever has been dusted off from the past always loses it  luster: once it becomes a “Thing,” it “rarely lasts.” In this way,  Woods, even as he toys with his generation’s childhood nostalgia,  constantly defamiliarizes. For instance, in one of the book’s most  memorable sections, Velcro ceases to be mundane, becoming instead a  “solemn” thing “that touched people where it meant the most,” something  kept hidden from children not because it was dangerous but because it  was “precious, sacramental,” a holy relic, in fact. And in one absurd  moment a man is chastened for having his Velcro hanging out.  
 Woods’s puzzling stories bear some resemblance to the fabulist works of  Augosto Monterroso and Eduardo Galleano, and kin to the fictions of  Italo Calvino and Ben Marcus (albeit without Marcus’s energetic  syntactical constructs). Can Xue’s elliptical narratives fit in here  somewhere, too. But the book’s details, rendered in a deceptively simple  but beguiling prose, makes for a bizarro world of its own. These are  beautifully crafted stories, brimming with incisive wit, with an  underlying philosophy underscoring the thrills and dangers of obsessions  and compulsions, and the inevitable short shelf-life of any person,  place, or thing, but also the revivifying power of collecting, as  peculiar as it is profound. Also Woods’s drawings, brusque crosshatched  renderings of each character, add another dimension to the book: each  title page looks like a playing card with the passages following them  feeling like the writing found on the playing card’s verso. The  illustrations dovetail well with the idea that this book is another  man’s collected works. 
 The whimsical world of The Complete Collection of people, places,  & things is a purgatory of pop cultural detritus, a subversive  invention, a memory, a dream; it's also a world that unravels as Woods  ultimately unmasks nostalgia as a kind of necrophilia before using the  husk of its remains to ingeniously invert and pervert the yearning of  fan fiction. 
 [Full Disclosure: John Dermot Woods is a contributor for Big Other, a  blog which John Madera curates.]
