Freedom: A Duo Review of LINCOLN & DJANGO UNCHAINED

America during the time of pre-Civil War and Civil War itself was tumultuous, violent, full of bravery, regime, and the building of a nation that has evolved technologically and lawfully if not spiritually or mentally. The prejudices of the time are still rampant. The attitudes and personalities of the time a constant. The only thing that has changed is how society as a whole looks at these attitudes. From who are president is, to the type of entertainment audiences divulge and live off of.

It is quite fascinating to me that in 2012 two of the most lauded film makers of my generation and what I predict generations to come would approach a time period around the same time although very different, and yet extremely similar.

Over the winter I had the opportunity to see Steven Spielberg and Tony Kushner’s LINCOLN and Quentin Tarantino’s DJANGO UNLEASHED. Clocking in at a combined 5 hours and 30 minutes they are both truly epic films filled with violence, stellar casts, amazing dialogues and what seem like lost opportunities in which even such expansive running times were not enough to deliver all the story and awesome that exists, especially in Tarantino’s DJANGO. There’s so much awesomeness in DJANGO that a comic book adapted from the original script being published by DC Comics.

I saw LINCOLN at the prestigious ZIGFIELD theater with a friend. It was a joint early Academy and SAG screening and Mr. Spielberg presented the film beforehand. A playbill/book was handed out which basically gave out some historical background that didn’t actually make it into the final film. In my opinion Tommy Lee Jones truly steals the film. His performance while still very “him” has a panache and delivery of conviction. His character a true hero of the times, at least as depicted here. History is very unclear and a bit possibly misguided in their presentation of Thaddeus Stevens and film has never been kind to him, probably because of the fact that he was actually a man who truly believed in equality, a rarity in those times and sadly even up till the 70’s. The cast was used in spectacular fashion here, everyone truly got a moment to shine, even the very short appearance by the rarely seen but always enjoyable Lukas Haas. It was an all together wonderful experience as well as an educational one and at least for me showed that Spielberg might still have it, either that or we’ll be able to say “Well at least did a couple good movies” in the future.

I saw Django Unchained at the IFC Center and got lucky enough to meet someone cool on line. The IFC room they used had really weird seats that went way too far back, making it a bit uncomfortable for a three hour film, but I think any theater has that problem, there’s no real answer. This is what I said about the film on Facebook directly after viewing it.

Django is a 3 hour spaghetti Western with some awesome Tarantino dialogue, amazing cinematography and severe waste of some of the talent used. It is not as good as Inglourious Basterds, but it is a very strong movie and for a guy who always says that a movie would be better if it had more nudity, the film delivered there for all genders.

Retrospectively it may have actually been better than Basterds, although with Basterds I never felt like any character was shortchanged, but I still really feel that Zoe Bell was completely unused. I felt her role and her inclusion in the film could’ve led to something quite amazing. We never get the one thing Spaghetti Westerns or any Western really offer. Even the Western comics that Quentin loved. He never get a real one on one battle between the hero and that one tough enemy who we don’t know if he can beat. Not a single villain is a bad ass. They’re all pushovers. Mentally strong and that is shown, but I would’ve loved just one battle where Django had to really fight one on one, mano y mano with a ne’er do well that was more than him and Django had to use HIS wits to defeat. Saying that, the film really paints an intriguing picture of pre-Civil War South, the South that Lincoln would soon have to contend with, the degenerate,m backwards thinking, bigoted racist South. I have to think Django got drafted during emancipation and died in the war or went into hiding and died an old man with not much to speak for but his freedom, yet sometimes… Freedom is all anyone asks for.

Both these films state that, freedom, equality be it by the land of the law or the societal measures, freedom is a thing one should be grateful for, always.

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PRIMORDIA Review

What came first? Robots or Man? Was there even Man? Is Robot Man actually Man Robot? Can a Robot wear a Monocle? Can a machine have emotions? Is anyone above the law? Is the law truly the law? If you don’t know your own past, does it really mean you aren’t who everyone thinks you are? Can a robot fly, be sarcastic, and funny, but still really helpful and a great friend?

All these questions and more are asked, but not answered in PRIMORDIA... or more exactly they are given multiple answers, in which your own spiritual moral code will let you decide the answers.

In my preview of Primordia I said it reminded me of Beneath A Steel Sky, but once you really get into the crux of the game it feels both its own beast and yet even more a true predecessor and that is an actually great thing. There’s no denying the genius of Beneath A Steel Sky, no matter how hard one might try and there’s no denying the genius of Primordia.

It is an excellent point n click adventure with truly inventive puzzles that make you think as much inside the box as out of it. You are introduced to Non Player Characters who become extremely fleshed out as the story progresses, maybe more fleshed out than any I’ve seen before and in some cases more fleshed out than even your protagonist. In that it’s more link hints, little smattering, things to put together the puzzle together yourself.

All together the game presents a very large and over encompassing story about a post apocalyptic (or seemingly so) world in which only robots remain and these robots live in a 1984 lifestyle in which your character invades, upturns and rearranges in surprising ways. All along the way you’ll laugh, cry, be amazed and question your choices. These are meant more to convey the impression, they are not red herrings. There is no way to not finish the story. Actually there are multiple ways and that is just an added bonus to everything.

As a perfect ending to this short, succinct, but loving review I thought I’d share with you my also short but with brilliant answers via e-mail interview with the developers of Primordia and an extra bonus question for publisher Dave Gilbert of Wadjeteye.

1.) How much of Beneath A Steel Sky was an inspiration?  It felt throughtout the game and up to the ending even that it was being heavily referenced, but that could be my own nostalgia fog invading.

Vic: Yes, Beneath a Steel Sky was definitely an inspiration for me during the conception of the game. I recall that in some respects I wanted to make something in a similar vein, tonally. Metropol I think had the most direct graphical influence from BASS, but that said, I don’t really think of Metropol as representative of the art style in Primordia, which I feel is essentially more of a kind of Ray-Gun Gothic style you see around the UNNIIC and the Dunes – a melange of technologies flowing into ruin.

Mark: I played Beneath A Steel Sky years ago, and I remember somewhat liking it, though less so than Revolution’s later games — the Broken Sword series — which had a definite influence on my puzzle design.  Of course, people subconsciously assimilate ideas all the time, so I’m sure I drew from BASS.  Still, the strongest connection that people have been noting — Crispin to Joey — is misplaced.  Crispin is directly inspired by another sidekick, but it’s not Joey.  It’s Morte, from Planescape: Torment (along with some others like Cedric in King’s Quest V, Orko in He-Man, Zzyzzx in Sacrifice).  I don’t remember Joey at all from BASS, other than that there was a robot sidekick.  By contrast, I can can point to a lot of Crispin that was directly inspired by Morte — his refrain of “boss” (from Morte’s “chief”), his implausible amorous declarations, his skepticism of epic motifs.  But if people want to draw comparisons to BASS, I’m certainly not going to complain!  It’s a beloved game with a strong following.  I’m even more perplexed when people say that Crispin was based on Wheatley from Portal 2, a game I didn’t play until after the Primordia writing was done.  But, again, that’s a nice comparison for people to draw!

2.) What was the development process, did you complete the world/history/background before designing puzzles or was it a side by side creation.  Is there a large bible detailing the whole Primordia world?

Mark: There is a design document, but frankly the game is probably more expansive in content than the design document.  I spent a lot of time thinking about the world, of course, but like Sean Connery says in The Rock: “It was in my head!”  All along, we wanted the puzzles and the setting to complement each other, so we designed them in tandem. One of the reasons why I didn’t do some vast setting bible — which I’ve done for other games — is that I would rather that players fill in the blank areas on the map with their own imaginations, which I see some have already done.  We tried to include a lot of evocative references to places the player never goes, but left them vague enough that, say, Steeple’s Cathedral or the fractal network of robots in Civitas or the vast Factor complex are left to the player to create.

(Added side note by RHC post interview: The actual quote is “The blue was in my head”.)

3.) What was the creation style for the pixel art still paintings?  Are they originally paintings and then pixelized or straight from “sketch” to pixel?  Is there full on beautiful concept art that was done before all the pixels?

Vic: Almost all of the graphics and sprites for Primordia are hand painted in high resolution, then re-sized and touched up to create what is seen in-game. I did a lot of concept art and illustration for Primordia too, both to work out specific designs in detail, and also to create works that would inform the style and the overall look of the game. I probably did a lot more illustration than was necessary for Primordia (I even did some aerosol art toward the end too), but with all the low res graphics I had to do, it was a nice break to be able to make something a bit more, well, illustrative once in a while. I still think my best work in Primordia was the in-game graphics though. For me, an animated environment with characters etc will always win over a still image; at least in my mind and when it comes to my own work.
4.) We now have another sci-fi inspired Wadjet Eye published game with multiple endings… are we creating a pattern?  Is there any chance this style could influence Blackwell?

Dave: Hah – I’d love to do multiple endings in a Blackwell game, but since it’s an episodic series that could get very problematic. Maybe in the last installment!

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Amnesia Fortnight Follow-Up

With almost a week and a half of work done, over nine days days of streaming footage, six documents of daily work edited by the team at 2 Player Productions and many many Double Fine forum and tumblr posts with concept art, music, programming and development discussion I felt I’d do my own quick personal viewcap on the Double Fine Amnesia Fortnight. This is for myself, the Double Fine team, the people already as invested as much as I am in the progress and those who have not yet joined in and can still do so within the next two days or possibly longer.

The breakdown will be by games and my own insights and reflections.

AUTONOMOUS: Not long into the game I came up with calling the production team of this prototype PETTY CROOK. This being a what I thought a clever combination of Project Lead Lee Petty, and Lead 3D Modeler/Artist Ray Crook. While equally the team could also be called “MOO-AR PETTY CROOK IS SOULLESS” to add some more team members in to the name, that leaves out the awesome music guy Camden Stoddard, programmer Oliver Frankze and all the rest of the excellent team working on this, so…
AUTONOMOUS is A Petty Crook production…

That music by Camden btw is amazing, but is also the only music that can’t be heard outside of the twitch.tv or downloadable 2PP eps as of yet. That’s okay though as added to the Humble Bundle has been a soundtrack and as each prototype has been given it’s own cues and original music this soundtrack itself will be worth being in the bundle grip.

Brad Muir has truly been the star personality wise of this whole deal, between his recording of the Jersey bot for voices and jokingly, but not completely stating the game sucked (as it exists at the time, because the bots were just being dumb, so it became some fun to mess with, but not fun to actually play). Still I understand why so many want to to play. I personally kind of just want to mess around with it, and feel it’ll need to prove itself to me in knowing my final goal.

BLACK LAKE: Levi Ryken’s sketches and concept art are still the most top notch part of this game. Of all the games this is the one I’d want a collected concept art book

(speaking of concept art book… Double Fine actually will finally have one soon. That will be the BRUTAL LEGEND art book. It is in the current PREVIEWS Catalog in a full page spread from UDON, and comes out in February.)

I’m also really enjoying how this game is coming together, the idea of scanning for smells and sounds and then following clues to your next spot in the tracking of an animal while also trying to avoid enemies really sound intriguing for a game that from a gameplay standpoint was the weakest at first and now seems conceptually the best.

In terms of music we know that Dax Tran-Caffee has recorded accordion parts for a mechanism of gameplay which I can only assume shall also come into the actual soundtrack as well and that makes me assume that the Doublefine employee who brought him in Brent Andrew Shinn is also recording some original guitar pieces.

HACK N SLASH: While the concept art for Black Lake blows me over, especially the early sketches, it’s the final look of Hack n Slash that is really calling me. Mark Hammer’s final version of the protagonist is awesome, but even better is the work Razmig Mavlian has put in. While inspired by Zelda he’s created his own awesome background that would work well as prints, wallpapers, or whatever. Raz also did the utterly awesome logo.

I’m still unsure completely n what the game playing will be like. I’m intrigued by the ideas originally presented and seeing how they finally find their way into the prototype and how easy or difficult they’ll be to understand.

On the music end, Paul O’Rourke has outdone himself creating as of now three amazing sketches that invoke an old school feel yet at the same time being completely modern. They really should be heard and along with Camden’s tracks will make a seriously awesome soundtrack.

SPACEBASE DF-9: This actually coming together in a way that I’m actually interested in seeing the final product. While many were excited by the concept alone it has taken seeing how much work has gone into it to make me want this as much as everyone. From the choosing jobs for your individuals to the fact that Bagel is doing sitting and eating animations to the Facebook style status updates it all looks really nice.

I get a vibe of them really trying to find a way to make this gameplay that for a sim that allows even the biggest sim hater to appreciate. I really hope they pull it off, because I always had issues keeping my excitement with things of the ilk.

In terms of music, I’m really impressed by what Chris Remo has put together. It’s very atmospheric, it has the most feel of being something you’d hear in a TV show instead of a game actually.

THE WHITE BIRCH: The platformer is coming together really nicely. We’ve seen her leaps on ledges, run across a bridge, climb ropes, and all in an almost finished 3d character. Over these last two days they should be able to accomplish a lot and make something that feels like a really complete minigame that if expanded could be even crazier and wild.

The only thing I don’t think we’ve seen yet is how the original idea of different prizes from climbing the tree and different pathways causing multiple playthrough has been implemented or if possibly scrapped for this prototype, only trying to prove Double Fine could make a working 3D platformer that was fun and innovative.

In terms of music, long time adventure game video game design Brian Min is really outdoing himself. On stream we saw/heard him recording live. Of all the music folks at Double Fine he’s the one I’d want to interview most. His sound career goes back to the days of Sierra at its limelight till today at Double Fine and I’m sure he has great stories. Even if he told them in instrumental musical pieces. Btw, listen to some White Birch suite.

In conclusion, as I finished writing this the Monday Standups have begun on the Stream, which is fun stuff to listen to if you’re fascinated with production like I am.

We’re heading to the end of the Fortnight here, but these next two days will be long and exciting, so hop on board while you can!

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A Fortnight of Amnesia in 2012 gives us more Doublefine Sausage AND 5 new game prototypes

Double Fine Games came into super extra megaton popularity earlier this year with their monumental Kickstarter that launched the  excellent Double Fine Adventure game now codenamed REDS along with the so far six episode documentary Doublefine Adventure from 2 Player Productions.  If you aren’t already a backer on that and getting to enjoy the awesoment development, art, production and stories on this future old school inspired modern adventure point n click adventure game from the mind of Tim Schaefer and as of now featuring the art design of Peter Chan, Scott Campbell and most specifically Nathan “Bagel” Stapely, there’s still time with their Slacker Backer program.  That isn’t what this is about though. In the continued interests of opening of their doors to all, Double Fine decided to take their annual two week new idea/prototype development session a public event.  Titled Amnesia Fortnight, previous years have brought forth prototypes that gave us games such as Costume Quest, Stacking, Trenched and Once Upon A Monster.   Now this year we’ll be seeing five new prototypes, but for the first time these prototypes will be shared with the public.  Well that is if they buy into the Humble Bundle for the program.   Not only will one get these 5 new prototypes though, they’ll also get three old prototypes if they give at least the minimum top price suggested on the bundle.  Humble Bundle gives to charity as much as it does itself and the developers, you get to choose how much you give for how much you get and how it gets allocated.  The three prototypes available are Happy Song (which became Once Upon A Monster), the original Costume Quest and a game called Brazen which was made in last years Fortnight and is now being prepared for further development.  Along with the prototypes you’ll also get documentary episodes of the daily progress on the development produced by 2 Player.  On top of all that there is also a live stream from twitch, running from 10 AM-6 PM PST.  It has been running since last week and shall continue along till the games are ready to be shared in the two week process. Each of the five games being developed were actually whittled down from 23 pitches from various Double Fine employees which were voted upon by fans who discovered the Humble Bundle project on day one and wanted to be right on the ground floor.  It could be said the five best choices were selected, but some of the games not being worked on this Fortnight definitely deserve exploring at some point and I believe this is honest being considered.  Of the five games I personally am excited for the two artistically envisioned games, but from the work shown on all them they should all be awesome.  Here’s a list of the five, short descriptions based on my personal understanding, and a cool progress image that shows what I think is exciting.  More images can be seen on the Doublefine Tumblr and the Doublefine forums. The White Birch: A plat-former with exploration, there won’t be foes, but the protagonist must continue climbing and exploring to reach the top of a strange tower where an actual White Birch tree sits with a prize and I assume the only way home.  I believe the prizes and exploration will change in repeated playthroughs as there will be multiple paths to the top, but not ways to actually go back and explore the other paths once you choose one.  Here’s some early concept art from Derek Brand.

Black Lake: From the mind of Levi Ryken, this looks like it’ll be a 3rd person top down perspective.  You’ll be playing a mythical animal hunter who doesn’t actually hunt, but uses some type of dream control mechanic to capture these supernatural beasts in a combination of action/adventure and another mechanic not fully explored.  Levi’s art concepts are what really attracted me on this one.  Here’s a final version of the lead protagonist he designed.


Autonomous: The brainchild of Lee Petty, the same man who gave us the ingenious STACKING, this is set to be a first person game (the first 1st person game from Double Fine they keep saying, although I thought that the cancelled SPECS was first person).  In it your character programs, but does not control Automotons… also known as robots.  Through basic input these bots will help the character explore and survive the world he has found himself in.  The team is hard at work on robots and especially making really awesome looking arms that would be the main inputting.  Here’s Lee’s early arms design that 3d modeller Ray Crook has been building furiously.

Spacebase DF-9:  A simesque game that being pitched/promoted as Dwarf Fortress in Space with graphics (and I assume simpler mechanics).  You’ll be building a spacebase, hiring employees, setting up shop, and placing characters in situations and then watch what happens, with each playthrough creating a virtual fiction/story that I assume can be easily shared.  I have to admit I am still not sold completely on where the fun is here.  I understand some people find this fun and once upon a time I actually thought the idea of games like this sounded like the most fun ever, but I’ve changed.  What I feel shall be one of the saving graces of this game is the creative minds of DF  instilling their humorous creative juices and also that Nathan Stapely is working on the character designs that will if anything make the game fun to look at.  I know I keep using the word game, instead of demo and/or prototype… as none of these will be full games, but a game is still something someone can play and hopefully have fun with, so… game.  Spacebase doesn’t really have any mockup graphics to show off that make me go “Oooh…” but the twitch.tv stream showed Bagel working on the characters and they look great.

Hack n Slash:  A NES/SNES Zelda-esque game in which instead of slashing away at stuff, you actually try to hack the game using codes, glitches and various secrets to find your way around monsters, walls, and more.  Team leader, head programmer Brandon Dillon really seems to have most of the game figured out mentally, so it all comes down to the programming itself.   Mark Hamer has come up with a great character design and Raz has conceptualized an awesome background, so visually this game is looking awesome.  I actually at first really couldn’t even see how this game would work, but I really do look forward to it.

So get in on the ground floor now for what could be the next best great Double Fine game to come after the upcoming The Cave from the mind of Ron Gilbert, the iOS superhero management sim Middle Manager of Justice, the sequel to Double Fine Action Theater known as Kinect Party, Double Fine Adventure and who knows what else they have up their sleeves.  If the 2012  Amnesia Fortnight is any hint to some of the ideas running around, expect awesomeness.

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Redbubbling to the surface

One of the most exciting and coolest companies I discovered in my pre-NYCC research and then further at the show was Redbubble. Since the show I’ve been tracking the site when I can finding designs that truly struck my fancy and I thought would make cool T-shirts or stickers to own or in the very least wallpapers for my computer.

Redbubble is an absolutely awesome art community site,much like Flickr, Deviantart, and even Threadless, but has its own special vibe & design style that truly makes it stand out. Founded in 2006 by three artists & writers to help create a new marketplace for creative visual artists of all realms, the company has grown to feature over 200 thousand plus artists and help assist in over one million orders in nine million products ranging from shirts, stickers, iPhone cases, prints, calendars and full expanding branding for artists to stamp their visions on and see profit for their creations.

Working with various different companies to get the items printed everything is of high quality which I experienced first hand through a totebag, various stickers and a logoed shirt which have all come in very handy and have stood up to regular use.

The easiest and most exciting thing on Redbubble is its very intelligent alogorithm search engines and suggestions of new best work to find art you really love. I’ll be sharing some of that at the end, basically in my own preference, but I want to publicly thank Peter Tomassi and the entire staff at Redbubble. At NYCC they proved they don’t just run an excellent site, but can run an awesome convention booth experience. This was the first year they had brought product to the show for sale and their success blew me away. They really tried to cater to the current pop-culture fan with shirts ranging from TV, to movies, to comics, video games and basic nerd language. The booth itself was really set up greatly and the workers were totally sweet.

My favorite type of images to find on Redbubble have been the ones that mashup a popular concept with something you wouldn’t expect or that just looks at the character, person, pop culture phenom in a new way that really catches the eye.  It could be a movie, cartoon, professional wrestling, TV show, actor, it doesn’t really matter, I just really like images that switch things up.  There are few artists I’ve found on the site who I really like such as Lapuss and Leigh Wortley.  Here’s three images I really liked on Redbubble, the first is New Mutant’s Warlock and Cyber in Calvin & Hobbes style by Leigh, the second is Fozzie Bear as Clockwork Orange’s Alex by Chris Wahl and the last is Showtime’s Dexter if it was a 1940’s WB Cartoon by Lapuss.

All three of these are available as shirts or stickers.  I haven’t personally decided what to get or to get all three or to get everything on the site.  It’s that awesome.

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NYCC 2012: When the work is Dirty, you call them and then they call you

At NYCC I had the privilege to sit with actors Hank Harris, Mary Lynn Rajskub and Jamie Clayton to discuss their interactive web series DIRTY WORK, part of the very awesome and amazing Rides.TV from Fourth Wall Productions.   During the talk lots of subjects were discussed from acting in a role which required a bit of a different style because of the elements involved, to the particulars of Jamie’s character and her landing the role.  Mary Lynn also mentions she’ll be in the upcoming Arrested Development episodes on Netflix.  Here’s hoping she got to have scenes with both her former co-stars in David Cross (on Mr. Show) AND Jeffrey Tambor (on Larry Sanders).

At the end of this I’ll be posting the video of the roundtable interview for all to see in full.

Firstly, let me just discuss RIDES.TV quickly.   This internet only channel features shows of varying types and length, but all in the premise of interaction and immersion.  When you provide the site your cell number, it connects when you watch a show and you’ll receive txts, images and phone calls that add to the experience with inner thoughts, voice mails, or side information that builds the plot & gives you information that now only you and another character knows but that the others don’t.  It’s an innovative and exciting way to present information.  What’s awesome is most of the shows can be enjoyed without that phone concept as they’re well written and very well acted.  Currently the site has a motion comic/cartoon, a few dramatic/comedy shorts and a Wall of Suspense & Horror that reminds one of episodes from Twilight Zone/Tales from the Darkside.  Most recently they added a short with Ethan Embry and Michael Ironside.

The series that I found most enjoyable of course was DIRTY WORK, an ensemble comedy about people who clean up after crime scenes.  After that investigating and all that jazz, someone has to come in and clean up all the blood & guts not taken into evidence.  So far there were only three episodes, but they are really funny 23 minute episodes with amazing bonuses and extras.   All that out of the way, here’s the interview.

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Another Post-Apocalyptic Point n’Click on it’s way (this is a good thing)

When I think of some of my favorite point n’ click adventures growing up and into my teen years , the list isn’t really that long. Yet one particular game is pretty high on the list and it’s hard to believe it came out eighteen years ago. That game was Beneath A Steel Sky. Taking place in the future, it featured a gruff, wise talking young man raised in a native tribe of Australia and an even more wisetalking, spirited robot named Joey. It became a game much larger than it seemed at first and cemented in my mind forever as a classic.

Now comes Primordia, distributed by the so far no duds Wadjeteye Games and developed by Wormwood Games. This is another AGS masterpiece and the third futuristic, not comedy, not developed by Wadjeteye game from the publisher. Yet, unlike the two previous games of futuristic madness, this is the most futuristic and also the most comedic. It’s definitely has to be a predecessor of Beneath A Steel Sky.

This is not an official review, but just a preview. In what I’ve seen of the game, the puzzles are both maddening and genius. To think you have to pass a difficult puzzle only for the solution to be a simple inventory concept is actually hilarious, because it’ll take you a bit till you realize this. The graphics are pixel awesomeness like in the past and Dave has used his regular team again with the voice acting, but in a way that is very different and in characters that turn things upside down.

Primordia is scheduled to be released later this month and I will review it fully then, but for now, here’s some screen shots and also go over to the Wadjeteye page and the Wormwood page for more.

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Book Review: How I Slept My Way to the Middle by Kevin Pollak

I probably first took notice of Kevin Pollak when he played one of two brownies in the Ron Howard directed fantasy comedy WILLOW, opposite Rick Overton.

I have since stayed a fan and tend to enjoy everyone of his performances.

Despite being a “character” actor he’s avoided the “that guy” stigma. His other career as a stand-up and impressionist are part of the reason for that, but the fact that he’s completely versatile owes to it to. He can somehow be both cute, nebbish and non-threatening as he is at being menacing, hyper-intelligent, unlikable and a jerk, sometimes at the same time even.

I got to enjoy him as a stand-up luckily early on in the late 80’s, as we had cable along with HBO and by 10 my folks let me watch things that weren’t for kids. This probably screwed me over mentally but I’m here to talk about Kevin Pollak, not myself.
Although as I read his autobiographical memoir “How I Slept My Way to the Middle” (available November 6, 2012 from Lyons Press) I could not help to see parallels from his discovering himself as a performer at a young age and my own experiences. While they were very different in many ways, his slow rise through hard work and determination makes me wonder where I’d been by 30 if unlike Kevin I didn’t let my setbacks cause me to give up for a long time before climbing again.

Kevin never gave up though. He was tenacious with making a firm edge in becoming both a successful actor and comedian as well as now an excellent memoir writer or in the very least chronicler/collaborator for co-writer Alan Goldsher.

Starting in introduction with a hilarious anecdote about acquring his role in CASINO, the book quickly leaps into a chronological first person prose of Kevin’s upbringing, discovery of comedy and development as a performer. Interceded in the middle of stories and at the end of chapters are “words” from other well known people who have worked with, for, against, aside or just have been in the same room as Kevin. One of the funniest ones has to be Matthew Perry’s, although James Roday’s anecdote is pretty hilarious as well. There are also “A Few Good Words from Kevin’s Mom”, which may not actually been from his mom, but who knows. Many of the stories also have a post-script, in some cases a pre-script which actually is at the end of the story, but is still a reflection of a detail left out.

All together it fits as a 200+ page comedy special, which might be like a 4 hour show if performed. Maybe more, maybe less. Mostly funny, sometimes stupid, occasionally tragic. Kevin didn’t always have it easy, he had relationship problems, financial problems, and confidence problems. He’s very mellow in one breath and a sarcastic egomaniac in the next. A man who think he’s accomplished nothing and is extremely humble about his career, then a braggart who thinks no one else could achieve what he has. This personality has probably kept him as a commodity, but away from that breakout role that made him a household name. Not that he isn’t a household name, his name is known, but he definitely teeters on that strange balance between star and “that guy who was in that thing” on a regular basis. He seems comfortable with this too, as much as he hates it, he’s embraced… as much as one can.

What’s fascinating about the memoir is that it actually does go all the way up to the point of the publication, covering the bases of him getting into internet and the creation of Kevin Pollak’s Chat Show and it’s very exciting success. In a time when many stories of celebs (autobio and biog) stop at pinnacles of success 10-15 years before the actual writing of the book, this makes this one just that much better.

(Also, it has photos throughout, black & white yes, but published in context instead of just an insert in the middle)

{This review is based on Advanced Reading Copy}

As an addition to this review, here’s once again (it was embedded in a Book Expo overview) a video I filmed of Kevin promoting the book using his Christopher Walken impression:

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NYCC 2012: Digital is the Future- The Promise of NARR8 & Madefire

The future of comics is a precarious place, as print is still alive and well and should be for awhile, the digital format is making great leaps and bounds. From the advent of Comixology and its build in sales, not to mention Marvel’s success with their digital subscription, the winds of change have been blowing.

Kurt Christenson and Reilly Brown really began the rally in my eyes of what might be possible with the digital format through their comic POWER PLAY. Although Motion comics aren’t a new thing altogether. Even before Marvel started doing their motion comics, companies like Bryon Preiss Multimedia were playing with the idea of combining sound and motion in comics and during its existence Crossgen also worked on it, but the new tablet/mobile format, as well as advances in technology has pushed things to another level altogether.

Two new companies are at the forefront of the movement, MADEFIRE and NARR8 and currently both are offering their applications, as well as their associated books for free. I attempted in speaking to PR people for both companies to get a better understanding of how they got their investment capital and what type of profit return exists in terms of the future of the business, but to no avail. Saying that I did learn a lot of other things about each company and will explain why both are worth your time and quality of life to experience.

Madefire is the brainchild of marketing genius Ben Wolstenholme, founder of Moving Brands, long established comics artist Liam Sharp and Mobile Technology/Cloud Computing Guru Eugene Walden. It features some of the most well known and talented comics creators of both recent and legendary status with features that run from superhero to noir. Some of the folks involved are Dave Gibbons, Robbie Morrison, Jimmy Broxton (or James Hodgkins as rumors state), Sheperd Hendrix, Dougie Braithwaite, Angus McKie, Mike Carey and an assortment of other folks that any comic book fan truly worth their salt should at least marginally know of. The application currently features six series, my personal fave being what is also considered their lead feature, a book based in noir, horror, and war action in a wonderful pastiche of concepts from the one non comics guy on the brand, co-founder Ben Wolstenholme (although assisted by Liam). I’m also very intrigued by the Gary Erskine illustrated sci-fi story written by former video-game producer turned comics writer W. Haden Blackman tackling his first original IP. I am hoping in the future some of Blackman’s understanding of interactive entertainment may be used in Madefire’s future. The infrastructure of Madefire as a whole is actually truly fascinating. Moving Brands unsurprisingly helped a lot with the development of the product and its marketing and there’s an awesome web page dedicated to it in their portfolio.

On the other end of the spectrum NARR8 is a complete start-up full of unknown artist studios based in Russia. The website states that the founder is Alexandr Vashchenko, with the main investor being IMI.VC and naming Igor Matshyneko, the lead at IMI.VC as the CEO of NARR8. Alexandr is also the lead at one of the main arms of IMI.VC, mobile gaming company GameInsight. This suggests to me that they are all one company under the head of very creative, intelligent men and woman with headquarters in Moscow and San Francisco. At New York Comic Con I was more than fortunate to sit with the head of public relations on Narr8’s part, Alisa Faber and get a bit of a more hands on look at NARR8 and I have to admit, as much as Madefire is awesome because of it’s immense lineup of quality ,well known creators, NARR8 ups the ante in terms of interactive application and a new way of reading comics, novels and even magazines. In terms of the magazines they have a popular science magazine titled PARADIGM and a historical one called CHRONOGRAPHICS. In this issue of Paradigm, which was the first episode of season 1 (this is how they are marking issues, as episodes of a season) it showed off the optics how different animals view the world. Through an excellent combination of animation, interaction, well-written text and fantastic photography I could see how birds, butterflies, bulls, and insects among more see with an added bonus at thend of showing how each spieces would see the same exact scene. It was both fun and informative, which can equally be said of the history magazine. In the second episode of that series, the topic is a very vast look titled “Cortez and the Conquest of Mexico” which takes both a very serious look at the history, while evoking some fun with it through very clever animations. The work is broken down into date segments and almost has the feel of when reading through those historical txts in Assassin’s Creed games where you choose to emerge yourself in the world and accidentally get educated, here you choose to get educated, but also have fun while doing so.  Below here’s some soundless video that shows off Paradigm and Chronographics “in action”, just to give you a small taste of the awesome available.  The same work and energy went into the comics I speak of the next paragraph.

The comics I got to see were Final Feat, based in mythology and JAM, which is a mangaesque story based in Video Games and also features some awesome 8-Bit music. One of the cooler features is that when you stay on a panel long enough you’ll get to see some animation and in some cases clicking on the page will show off another interactive element. This was even more clear in the two prose features I got to scope in FEAR HUNTERS and MULTIVERSE. Multiverse actually really holds onto a tried and true concept on some of my favorite sci-fi novels, the random footnote, but displaying it through much more interesting and intriguing means, such as pop-ups or video animations within the screen itself. I am highly impressed that all this work is being developed from script, to art, to technology, music and animation as well as the proprietary engine within the Narr8 page which runs the HTML 5 data or in certain cases Unity.

Narr8 will hopefully be launching sometime soon, with over 11 titles which you should definitely check all of them out. Unfortunately at launch it will only be on iPad, but Android tablets will come next, followed by mobile and according to what I see, on the website itself as well. This last one excites me personally most, as reading comics while sitting at my desk is ideal.

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NYCC 2012: Leaping Tall Buildings Panel aka “Christopher Irving loves Larry Hama’s G.I. JOE A LOT”

As part of what was considered the Academic end of programming for New York Comic Con, there was a panel dedicated to the historical document LEAPING TALL BUILDINGS. Academic was fitting though as the panel was moderated by Hannah Means-Shannon, a college professor in Medieval literature and history whose focus has turned to comics and comics history, writing various theory and thesis like articles on Sequart and very cultured journalistic articles for The Beat.

LEAPING TALL BUILDINGS is a collection of essays & interviews by Christopher Irving, balanced tightly against portrait photographs of the subjects taken by Seth Kushner, all bundled together ingeniously by graphic designer Eric Skillman. The book had pre-requisites of trying to focus mostly on creators who were both writers & artists, but many times that was forlayed to get a true full scope of comics in general and some of the more influential people who helped comics and the industry become what it is today, as there are features of folks such as Dan Didio, currently Co-Publisher of DC Comics after a 10 years as Vice President. Folks such as Harvey Pekar, primarily known as a writer. This widespread look shows that the book has its attention not merely on superheroes despite the book’s title, but on comics as a whole and it makes it a much better book for it. Also focused upon is Larry Hama, but I’ll get to that more in a moment.

Christopher Irving, Seth Kusher, Eric Skillman & Hannah Means-Shannon after the LEAPING TALL BUILDINGS panel at NYCC 2012

Hannah had some very focused questions for the panel, and after getting into some brass tacks behind how the book came about, she got more into the book itself and its creators. I first want to share a quote from Christopher Irving speaking of a creator who had a spotlight panel at NYCC and has been part of some amazing comics, most notably DONDI and Wildcat.

“There’s no bullshit in Irwin Hasen…”

Christopher Irving was raised in a town called Farmville in Virginia where he loved Batman and used to get picked on at school for wearing an X-Men t-shirt. He also really loved G.I. Joe. No, really, loved it. We’ll get back to that, but he loved G.I. Joe, not the show and the toys, the Marvel comic. Okay, let’s move on quick. Seth felt growing up loving comics back in the 70’s/80’s was way different, being a nerd is the norm now for a lot of folks, but back then it just wasn’t cool.

Chris talked about how he used to hide comics inside the pages of Hustler, (instead of you know the other way around). Seth said he was about to say the same thing, except it was Playboy, which Chris said was for babies.

Eric’s best anecdote of growing up with comics is that if you look through photos, up till the age of 8 years old you won’t find anything with him where he isn’t wearing a Superman outfit.

Hannah asked the panel about which character and or work really had an influence or effect on them growing up in becoming tue comics lovers. This allowed for Chris to really really really open up about his love of Marvel Comic’s G.I. Joe by Larry Hama. The flood gates were open and the topic would be returned to various times during the panel. From discussing the silent issue, to Larry Hama’s awesomeness, to Chris’ pure admiration of the man and meeting him. Chris had to even bring up that Hama appeared in The Warriors as a guy on a subway platform in a hat. Chris stated G.I. Joe as one of the best written monthly comics ever. Seth even had a story that he was actually published in the issues of G.I. Joe complaining about the silent issue. Seriously though, Chris really loves Larry Hama’s G.I. Joe, I think he’d marry them if he could. This wasn’t even mentioned at the panel but in talking with Seth later over the weekend it turns out Chris even wrote an issue by issue breakdown of the comic.

Seth Kusher stated that he learned to read from Spidey Super Stories, which was written by Jim Salicrup, now edtior at Papercutz, who just happened to be in the audience for this panel. From there he moved on to Marvel Tales, which was a reprint of Spider-Man starting from the beginning, so it allowed he almost ground floor introduction and then in High school he used his photography as an excuse to talk to girls, much like Peter Parker, coming full circle.

Eric’s comic book love came and cemented during that time when Superman was coming out weekly with a Jerry Ordway, Barbara Simonson, John Byrne, Roger Stern, Kerry Gammill, Jon Bogdanove, George Perez, etc. handling the chores.

The panel started a slide show showing off some of the people focused on in the book, which allowed for some great quotes.

On the recently passed away Joe Simon:

“It’s not every day you get to spend time with someone who is a lexicon of comics” – Seth Kushner
“No one is bigger than Simon” Seth feels.

They did not achieve an interview with the legendary Steve Ditko, but Seth did photograph his door and talked to the security guard in his building who told him “I see him come in sometimes, but I never see him leave”. Chris explained the details of trying to obtain an interview. He had sent a letter of request with an S.A.S.E. and received back a rejection letter in pencil. Instead of being dejected by this, he was happy because he just got an autograph from Steve Ditko.

A big ending of the panel was discussing with designer Eric Skillman, the particulars of the books interiors and choices made, as well as the final cover. Eric said that usually he does the cover first, but on this project the interiors were designed first and a lot of careful planning was involved. They showed off some of the alternate covers during this as well, which you can see in slightly blurry photos, not up to par with my usual work below.

LEAPING TALL BUILDINGS is in stores now from powerhouse books.

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