A few of my favorite pictures from our honeymooniversary trip to Walt Disney World in May.
The Bowery Presents

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gracie abrams
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One Nice Bug Per Day
occasionally subtle
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$LAYYYTER
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Origami Around

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A few of my favorite pictures from our honeymooniversary trip to Walt Disney World in May.
The Top 10 Things In The Force Awakens That Don’t Make Sense
*SPOILERS AHEAD*
Also, just as a note, if it isn’t obvious already, these are just my opinions. Some of these stem from the writers’ general insistence on keeping everything secret and creating a setup movie rather a good first movie that can stand alone in a trilogy. Moving on!
10) The First Order Attack on Jakku - This is a pretty small gripe, but it bothers me nonetheless. How the heck did The First Order know to attack Jakku to find Poe and the old guy and the map and all that? They don’t explain it all. It’s a seemingly random coincidence (which I would almost prefer to a supposed planned attack that isn’t explained).
9) Luke’s Lightsaber - Another fairly small complaint, but how the heck did Maz get a hold of Luke’s saber? Okay, so he lost it on Bespin, right? This is what we’re supposed to assume, I suppose, but then that begs the question: how the heck did it get recovered and then identified as Luke’s saber? Did he inscribe his name on it? Was it even recovered? Because it seems to me that it really more than likely would have been lost in the station or destroyed in the gasses of the planet. This is a huge stretch.
8) Kylo’s Abilities - Now we’re getting to the bigger stuff. Kylo Ren exhibited Force abilities that no other Force user ever exhibited. Not a single one, pre or post Order 66. While this wouldn’t normally be a problem, it leads us into...
7) Kylo Ren Somehow Getting His Ass Kicked By Rey - Assuming that Kylo Ren has trained quite a bit to learn these new abilities, how the heck was he beaten by an untrained, uninitiated non-padawan? The only thing Rey knows of the Force is what Moz told her, and neither of them ever underwent any training at all. Throughout the entire history of Star Wars we have never been led to believe that natural talent alone can overcome training and experience (see Obi Wan vs Anakin, or Dooku vs Anakin and Obi Wan, or Obi Wan vs Maul). How did this happen?
Can we assume that Ren is just an absolutely awful Sith? Then how did he master these ridiculous and amazing new skills? The writers are either assuming too much or just setting things up the way they want them without any real consideration for the continuity of things. This also leads to the problem of...
6) Supreme Lord Snoke - First off, what the fuck is up with that name? Snoke? Darth Gollum is a better name than that shit (especially considering he was voiced by Andy Serkis)(credit for that one goes to a friend of mine).
Second off, where the hell did he come from? I know that that’s probably going to be a big chunk of the story in the next two films, but seriously? Aren’t we done with the uncharacterized villains that we eventually get a little backstory on? Wasn’t that a big problem with the prequel trilogy? Wouldn’t it be far more interesting to see the Sith grow and rise and change and mutate in different ways than just “A wild Sith appearss”?! This also goes double for Ren.
5 & 4) The Rebellion and Their Forces - These two are intricately tied together, and annoy me so much I just can’t even... Here’s the problem: If the Rebellion beat the Empire and took out its leadership - which we are led to believe they did, especially since the senate exists once more - then the Rebellion isn’t rebelling against anything! They’re no long a rebellion! They’re the forces of the galactic senate. Rebellions by definition are “an act of violent or open resistance to an established government or ruler.” There’s no established government or ruler to resist! The First Order are an extremist sect of the remnants of the Imperial Forces. Without the Empire, the Rebellion no longer exists.
That also means that their claim that they only have like 3 X-Wing fighter squadrons to their name is entirely ridiculous (this stems from the attack on the Starkiller Base scene when they report the losses back to the Rebellion’s base)! What happened to all the other races and their forces that had joined with the actual Rebellion to destroy the Second Death Star? What happened to all the other planets and races who are once again part of the Senate? What happened to the Mon Calamari, the other weird sea-creature looking aliens who were piloting things in Jedi? Did they all just disappear? In their attempt to recreate A New Hope, the writers forgot to take in to consideration the state of the galaxy, I think.
3) R2D2′s Deep Freeze - I’m not sure how exactly to describe my gripe with this one, but it just seems weird that R2D2 doesn’t work, and then suddenly does, with no repair, no signal, not a single thing to trigger the change. What exactly is that about? To me, it felt like a plot device instead of a natural occurrence. “Oh, we don’t know how to get the rest of the map to the “rebellion”... Wait! We can give it to R2D2, and he can just be sleeping or something! Then we get him in the movie AND it solves the horrible holes in the plot that we’ve created!” Ugh...
2) Finn’s Change of Heart - I’m hoping that I’m not the only one who noticed this, but Finn’s sudden and inexplicable change of heart after the attack on Moz’s planet is just too glaringly “devicey” to be real. And I hate it because Finn is an awesome character - or rather he could have been - but how do you go from “Here’s a really hot chick, and I’m going to play at being in the rebellion so that I can stay close to her” to “Here’s this really hot chick and she’s badass, but I’m running the fuck away” back to “Oh, the really hot badass chick got kidnapped so I’m going to go on a suicide mission against the people who I just escaped from to try and rescue her” without any thought at all?? There wasn’t even a pause in between. It was fucking instantaneous. Waffles, anyone?
1) Han Solo’s Death - Talk about senseless, Han Solo died in the stupidest, most meaningless way I could possibly have imagined. Maybe if he had pulled a red shirt and fell down a chasm or gotten eaten by some giant bug beast, that would have meant less, but I didn’t believe his actions in the Starkiller Base, and I can’t believe for a second that Han Solo - skeptic of skeptics - would be so trusting and stupid to try and think that his few tiny little words could pull Ren away from the Dark Side.
His death felt so devicey, so fake and forced, so predictable and stupid, that it was emotionless. The only emotion I felt was anger that they would let one of the best characters in the series die such a meaningless and stupid death. To me, this is a minor travesty against the greatness of Star Wars.
What are your thoughts?
*SPOILERS* DO NOT READ IF YOU HAVEN’T SEEN STAR WARS: THE FORCE AWAKENS
There are few things I hate worse than spoilers, and I consider opinions to be spoilers. Someone else saying that they like or dislike something can really taint your own view of it, especially if you respect that person’s opinion. So, I’m going to start with a story, so don’t worry if you read the first paragraph on accident. The spoilers will follow after.
I had entirely and completely come to terms with not seeing Star Wars VII on opening night. Or in the first week of the premiere. I was going to see it in theaters, but I wasn’t sure when. As far as I knew, the tickets were sold out, the friend that I wanted to see the movie with, Julian, was sick with mono and not sure he could make it out. I was okay with it. Opening day rolls around, and I’m sitting in my office, working on paperwork, and in comes my wife, Hannah, and Julian.
“So I think we’re going to hang out tonight,” Hannah says, confirming plans we had been working on for a week.
“Yeah,” Julian adds. “Make sure to clear your schedule.”
I look at him sideways, knowing something is up at this point. Our only plan was to hang out with him in the first place. He hands me an envelope. I open it. There are tickets inside. Hannah gives me a wrapped present. Inside is an awesome R2D2 shirt.
I was going to The Wars, and for the rest of the day I was jumping.
I have to say, first, if you’ve read this far, and haven’t seen the film yet, stop. Don’t worry about what I think, because it doesn’t matter. Go watch the movie, in theaters, and enjoy it. It’s not very often you get to see The Wars on the big screen, with the big sound and everything. It’s an experience. If you do keep reading, go see the movie anyway. It’s a fucking experience.
*On to the Spoilers!*
Rather, on to the discussion of the movie...
First off, I want to say that I enjoyed the movie quite a bit, and I never felt bored watching it. I was impressed by the pacing, the visuals, the cinematography, and especially the orchestrations. John Williams never fails to deliver. I was also impressed that JJ Abrams held back on the lens flares. Kudos, sir.
I had two major problems with this film. First, the entire time I was watching it, it felt like it was rehashing the story of A New Hope. Bad guys attack a place looking for a map/plans? Check. Underprivileged teen pulled into galactic drama? Check. Small force of warriors fighting against impossible odds? Check. Evil dude in a mask? Check. Giant death machine? Check. That last one really fucking pissed me off. I mean, c’mon guys, do we really need a THIRD FUCKING DEATH STAR??? And you’d think they could come up with a better name than Starkiller Planet. Ridiculous. Or a better weakness than one spot on the surface of the goddamn thing. It was the same freaking story with some small changes and some new characters. Not terribly impressed.
The second problem that I had is by far the larger, and that is the problem of setting and continuity. I loved - LOVED - the first two scenes of this movie. First, we see something mysterious being passed between two men, a short discussion about things, and then their camp is attacked by The First Order. People are dying left and right, and one of our heroes gives the mysterious item to his droid, BB8. This was an obvious nod to A New Hope, and was great before the story became too much of a copy. In this scene we also get a stormtrooper unwilling to kill people and do his job, which is fantastic and sets up a character that is never delivered on.
The second scene shows us the wastes of Jakku, the derelicts of war, hulls and shells of ships, star destroyers, fighters, etc, and the people who have begun to make a living by scavenging these things for their daily bread. Literally. This barren vista, and the echoing loneliness of the first scene is exactly what I wanted at the start of this movie. It tells me that there was a war, and that the war is passed. People have moved on, and are finding other things.
Then we get to the problem. When I was first introduced to The First Order, I thought they were what I expected them to be: a small remnant of the Empire’s forces fighting to eke out some small portion of the galaxy or something. They weren’t. Somehow, even though the rebels destroyed the Emperor and supposedly took down the Empire, and - according to Ep VII - brought back the Senate to its former glory (although we never see this), The First Order is still some sort of enormous power in the galaxy, and the rebels are still just that, a “ragtag” group of rebel fighters hiding away.
What the fuck?
How does that make any sense? If the rebels had won, and brought back the senate, they would be the main galactic force, and they would have the strength of the entire senate and the senate planets behind them. They were shown to pretty much have 3 squadrons of X-Wings, and that’s it.... The First Order, meanwhile, has secretly designed and built a death machine 20x the size of the second Death Star, with a FUCKING SUN at its heart, powering a weapon that can fire across lightyears to blow up every planet of an entire system at once????? I don’t see it. It doesn’t make sense, and I hate it. This is ridiculous, and the reason it’s ridiculous is because whoever wrote this shit is just trying to relive the glory years instead of thinking of where the galaxy would actually stand after the events of Ep VI.
That’s not to say that it was entirely shitty after the first half hour, but it certainly wasn’t what it should have been. The character development was shrouded by cliche lines and throwbacks instead of real, new material that could have built the story and the characters. Kylo Ren was the worst fucking villain I have ever seen, and the disrespectful manner in which they (the writers) kill off one of the greatest Star Wars characters is absolutely disheartening. They had so much potential in this movie, and they went and squandered it on a mirror of A New Hope, done with better graphics and far worse storytelling.
Since I don’t like to bitch about something without giving a solution, here’s what I think, and what I hope:
After the events of Jedi, the galaxy is beginning to settle down, but the inhabitant people’s are still working to find where they fit in this new world, a world without the heavy hand of the Empire hanging over them all the time. The senate is on shaky ground, the politics and alliances are unstable, and the Jedi don’t know exactly what to do with themselves. They have always stayed away from politics when they could, and while some of the new Galactic Forces are dedicated to hunting down and protecting the galaxy against the remnants of the Empire, most of the military might of the Senate and the Galaxy is dedicated to rebuilding. The Sith, in the meantime, have gone underground once more, and are using their wiles to create unrest in the galaxy while while using guerrilla strikes to try achieve some secret goal (possibly still looking for Luke, but more than likely looking for some secret, ancient power or something).
This is what this movie should have been about. This movie should be entirely about the Jedi trying to find their place in the world, and trying to rebuild what was left of their order to bring balance to the Force once again.
That’s not to say that the series can’t redeem itself. There’s still some hope that Ep VIII will bring some of this into the story and not just be another Ep V. If they can build Finn’s character and make him solid, that would be fucking fantastic. But I’ll tell you right now, if I see Death Star #4 on that screen, ever, I’m done. I’m walking out of the theater. That is how the sequel trilogy will destroy itself and end up worse than the prequels could ever have been. We don’t need another Original Trilogy. We need an honest look at the galaxy, and honest continuation of the story.
*Edit to clarify a few things*
With the power that the rebellion had behind it in destroying the 2nd Death Star, they would have had enough power to continue pushing against the Empire. That war wouldn't have ended there, but they would have pushed the Empire back further and split it, especially without no clear leadership for the Empire’s forces. So the state after 30 years would be somewhat similar to how it is portrayed, but the Republic would be stronger - if not stable due to infighting - and the Empire's forces would be split and pocketed, using guerrilla tactics to try and destabilize the Republic again. Which would still leave Luke wondering about his role in the whole thing, and he could run away to try and reestablish a connection with the Force and restart the Jedi Order. Then you can still have Rey and Finn fighting their fight, and Finn could be developed as the rebel stormtrooper. And he could have some actual character
Fun and Games Part 2
Continuing from our discussion of board games and the nature of fun, we’re going to pick up where we left off with Fun Type #2 - Fun garnered exclusively from the built-in mechanics of the game.
For the purposes of this discussion, we’re going to separate this type of fun entirely from anything outside the game itself, including choice and decision made outside of your own actions. While of course many games, even those in this category, rely on the interactions of players, we’ll get to the combination of the types of fun once we’ve analyzed how each one functions separately.
Fun #2 really lies at the opposite end of the spectrum, and to take a really good look at it, I’m going to use a classic game of strategy, Agricola. The designers of this game worked very hard to entirely eliminate chance and luck from the game, forcing the players to rely on their strategies from the outset. Agricola, for those uninitiated, is a game of farming and attempting to keep your family alive and thriving. You can till land, build fences, grow crops, raise and breed animals, etc, all in the endeavor of feeding yourselves and earning points. Obviously, it’s far more complicated than this, but you get the idea.
This game requires almost no player interaction whatsoever, and it creates a puzzle of sorts for each player to work with, and questions at every turn. Should I build another paddock? Should I grow more of this or that? What is the best use of this space? The fun of Agricola is creating an engine of sorts that builds up and starts - with any luck - churning out points and pigs like clockwork. There’s quite a bit of joy to be found in creating these engines and watching them churn, proud parents of points producers that can be minimally tended by the end and might actually be capable of extraordinary things.
Another game that is fairly popular and features this kind of engine building is Power Grid. Slowly but surely, the players build more power plants, earn more money, spread their grid across the map, and play in the commodities market, fighting for resources to fuel their plants and power cities. Power Grid has a little more player interaction, with players bidding in auction against each other for power plants, fight for space on the board, and compete for cheap resources. Generally, it seems that a little bit of player interaction in these engine building games - specifically a little bit of competition - enhances the player experience and the fun, overall, provided, that is, that the game doesn’t allow for players to destroy or permanently disrupt the other players’ engines. Then it just feels as if the thing you have worked so hard to build has been ripped out from under you. There are, of course, some games that achieve this successfully, but they generally rely more on luck and not nearly as much on the engine you build. Or at the very least, they rely on tactics over strategy (that’s something for a different day).
While both types of fun, I think, are necessary for a really, truly good game - one that sticks in your memory and is played often - I believe it is entirely possible to design a game that takes advantage almost exclusively of just one type of fun and make it incredibly fun. Agricola, and its second-generation successor, Caverna, is proof of that, as is - on the other end of the spectrum - every tabletop RPG (Dungeons and Dragons, for instance) ever created. I would be very interested to see a game that truly mixes both types of fun, but I’m not 100% sure how that game would work out....
Until next time, play more board games! Experience the fun!
Fun!
Sorry for the absence of late - rehearsal for Avenue Q is in full swing, just about every night, and it’s taking up much of my time that isn’t drawing Never Never.
Today, I want to continue the conversation about fun in board games, and how it is such a wibbly wobbly kind of thing. I’m going to generalize the fun board games present into two separate categories:
1. Fun Had With Others - This is the fun that specifically comes from interaction with and the different personalities of the players that you’re playing with.
2. Fun Had With The Game - This kind of fun is specifically gained from interacting with the rules and systems of the game.
Naturally, these two types of fun can intersect and are far from being mutually exclusive, but it’s interesting - and necessary - to break them apart so we can really analyze how they’re created through the framework of the game itself.
It may seem kind of obvious to say that lighter games focus on Fun Type 1, and Euro games focus on Fun Type 2, but it’s more complicated than that. What makes party games so good at creating fun between players is, usually, a very solid but simple set of rules. Let’s take a look at one of my favorite light games, Love Letter. (Just as a quick aside, for my purposes light-medium-heavy are determined by the ease of which the game is taught to others - the thickness of the rulebook, really.)
Love letter, for those of you who don’t know already, is a game for 2-4 players, that is played with a deck of 16 cards each with a number and an ability. The game is as easy as Pick a Card, Play a Card, and try to be the last one in play by deducing who everyone else is, or having the highest card in the end. This game is incredibly simple, and is a game I can play with my mother, who doesn’t really play board games.
What makes Love Letter beautiful is the nature of deduction - that is, being able to read your fellow players. That said, some of the best moments of Love Letter are when a player plays a Guard and guesses what another player has on the first turn. It’s hilarious, and that moment is created more by the interaction between players than the rules themselves. There’s no deduction involved. But it’s the freedom that the simple deduction allows for that really creates that fun. It’s just as funny when you use a Baron and the opponent you chose has the same card you do, giving tells to everyone in the game as to what you both have. It is the chaos that makes it interesting.
This chaos is something that is almost never found in a Euro game - games that rely, usually, on pure strategy and the building of an engine rather than luck and player interaction. That’s not to say that no Euro’s use it, or that it’s impossible to do so, it’s just a bit harder. The games that do tend to be medium games, and also tend to annoy the pure strategists out there, but often these medium games can be some of the best for many gamers, creating an element of zaniness or even just a little bit of random luck to a game that could get too stifled by rules.
Two great examples of this, to very different extremes, are Settlers of Catan and Mission: Red Planet. In Catan, Klaus Teuber gave us the Robber, what is probably the most loved/hated game token in board game history. While you are the robber, you can steal resources - and stop them from being produced - which is great. But when it happens to you, and someone takes that brick you’ve just traded 4 wheat to get, it sucks big hairy tarantulas. The Robber being the main agent of chaos in Catan, it is also the main source of player interaction. Sure, you can block people off and trade resources, but otherwise, the game feels more like tandem solitaire than a true competitive race. If you lose, it’s on the dice and your strategy more than the other players. Certainly, Teuber created the Robber to be just powerful enough to influence the short game, but not quite powerful enough to truly be a king-maker. Too much chaos in this kind of game can turn players away.
Or perhaps not, if it is embraced properly. Bruno Faidutti, the designer of Mission: Red Planet (which is getting a reprint, finally!!), made chaos a part of the game, so that working around it and playing the players at the table is just as important as playing the game. In M:RP, players pick from a hand of character cards that each have a different ability, and aim to get as many astronauts to Mars as possible, in a game that combines hidden roles and area control. The chaos in this game stems from the players themselves, and their choices of character. Some characters allow for very mean and awful things, like destroying other peoples’ astronauts or the spaceships they’re on. Giving control of the chaos to the players creates a game that allows for very interesting interactions - alliances, deals, promises that are broken, etc. These interactions set the tone for the game, and work to keep the game itself feeling fun, instead of mean. If the chaos came from the game, it would certainly feel like the players were being punished, instead of being allowed to have that “Got You!” moment with their friends.
Moments like this, where Fun Type 1 is put into a game where it isn’t necessarily expected, are some of the more interesting, rules-wise, and in playstyle. I do wonder if someday someone could create a heavy Euro game with the right kind of chaos to keep the player interaction high. Perhaps a thought for another day. Next time we’ll discuss Fun Type 2 and then get into designing for different players. Have a good week!
Thomas Stoop
Summertime....
and the livin’ is easy....
Kind of.
Easy is relative. Perhaps fun is a better word, but that doesn’t fit the song so well. Summer means leading the Summer Bridge program at my college, spending as much time outside adventuring as possible, designing board games, drawing up a storm, being a slave to Dragon Age Inquisition, and singing/acting/puppeteering in Avenue Q. That’s not to say that summertime isn’t easy - it can be - but it’s incredibly fun.
Still plugging away at Chapter 2 of Never Never. The new art is a little more labor intensive, but overall, I’m liking the results more. This being my first webcomic ever, I’ve decided not to feel bad enough about any artwork that I go back and redraw and entire page - yet. I might do that all later. But I will continuously strive to improve. My brain has also been tied down by another comic idea that I’ve had - something entirely different from Never Never. We’ll see what happens with that.
A pretty good friend of mine and I - being the big fans of board games that we are - have been working on a few different board games. I think in the future I may do a few design posts, as it’s a pretty interesting topic.
What makes it so interesting, I think, is two-fold. We currently have three board games on the stove, one medium-light, one medium, and one medium-heavy. We’ve been very seriously discussion which one would make the best game for us to release first. And these are the two things about design: 1) Finding a balance between likability for as many people as possible and decent, interesting, mechanics with depth is difficult. 2) Taste in games - and this may be a little obvious - is so variable that predicting markets can be impossible.
Anyway, I think that’s for a time when I’m a little less tired, and this post doesn’t stretch the entire screen. See you all on Wednesday!
Loving these colors!
Addiction
I’ll be perfectly honest. I’m mildly addicted to Dragon Age: Inquisition. I’m a sucker for a good RPG, and I know that I’m coming to the party late, but DA:I is phenomenal. It is the best RPG to come out on the modern consoles, and I’m fairly certain that I can say that without any hesitation.
People talk about how the game really comes to life after ~30hr mark, which is fairly true, but they do such a good job in those first 30 hours to really introduce you to the world that you’re spending so much time in. If I have one real suggestion to someone who hasn’t played Inquisition yet, it’s just not to get stuck in The Hinterlands. Explore the area until you get bored with it, or the areas you have left are too hard, and leave it be until you feel like going back. Trust me, you’ll want to go back.
I think one of the things that gets overlooked when people talk about Inquisition is the crafting system. Yes, the character development is fantastic, and the gameplay is nigh on perfect, but this crafting system is incredible. MMO developers - I’m looking at ArenaNet and Blizzard - could learn so much from it. Mainly, the beautiful thing is that it’s non-specific. You get schematics, with which you can build just about anything, but the unique thing is that these schematics don’t require 5 Lyrium, 6 Yellow Newts, and 150 Iron Ingot Farts. That’s a thing of the past. It requires 10 metal, and 4 leather, and maybe some more leather and some more metal. Each of these slots - there are up to four - change the stats of whatever you’re crafting. What’s so elegant about it, is that you can turn a lower-level schematic into a pretty decent weapon by sinking some better materials into it. Given, the higher level schematics have more slots and options, but the fact that you can legitimately customize your equips as you craft them is brilliant.
So, that’s my apology for missing Sunday’s post. Not that anyone complained, but I thought you might like to know. Look forward to a new Never Never tomorrow! www.nevernevercomic.com
A fantastic webcomic that you all need to check out.
Sorry I missed last week’s post. Work has been hectic, we’ve been packing and planning for the camping trip we took this weekend, and I got the part of Rod in our local theater’s production of Avenue Q, not to mention working diligently - when I can - on Chapter 2 of Never Never. It’s been one heck of a few weeks.
The other thing I’ve been working on is board game design with a good friend. We’ve been working on a board game - a few of them actually, but one over most - on and off for the past year. It’s going pretty well, so far.
It’s an interesting thing, designing board games. I’ve discovered that there are three ways that I can think of to go about it. Begin with a great mechanic and find a theme to fit around it, find a great theme and find some mechanics to fit around it, or find an idea for a game that you think needs to be designed and build it out sideways.
To be honest, having begun a design in each of these ways, I’m not sure which one I like best. They each have their ups and downs. I do, however, think that the thematic side of game design is one of the toughest. Fitting mechanics to a theme so that they don’t stick out like a sore thumb and flow just like nature is really quite a challenge.
Take for instance the board game Bruges, I’ve been thinking about quite a bit lately. The core mechanic of the game - drawing cards and using them in numerous ways - is fantastic. But it doesn’t work well, in my opinion, with the theme or really push the intrigue of the game and the city that perhaps it should. Perhaps its also the fact that I don’t feel like I’m getting anywhere or really accomplishing things as I play. It’s one problem with the point salad type games, where you get points for everything, and the theme doesn’t really matter. Maybe I’m just a theme/story focused gamer, but I’m never really sure where some of these designers come up with these frames for their games. I mean, why wouldn’t you try to create something a little more engaging? I can understand abstract games not having a ton of theme, but even those can be built up, such as in Tash-Kalar, where the gameplay is entirely abstract, but the game itself makes sense in its theme.
To some extent, I think it is the duty of game designers to take unthemed abstract games and use those great mechanics for something a little more thematic. That’s not to diminish the abstract or unthemed games. I love quite a few of them (Hive, for instance), and sometimes it’s absolutely impossible to give a mechanic a theme while maintaining its integrity (Go, Chess, etc), but I do think it’s something to think about. What do you folks think about it?
(vía Bryan Fuller and Neil Gaiman share concept art from American Gods TV series)
Worth pointing out that this lovely piece isn’t actually concept art from the show - it’s one of several American Gods drawings by artist Nicolas Delort - http://blog.nicolasdelort.com/search/label/american%20gods
Won’t deny I’m pretty excited for this!
I know you worked on this quite some time ago, but one of my favorite films is the movie Dogma, I was wondering what your opinion is today on how working with everyone in that was like???
I didn’t work on Dogma. I was thanked in the end credits because Kevin Smith was inspired by Good Omens and Sandman, and wanted to say thank you.
Our First Submission!
Wahoooooo!! We received our first submission today, and that means that I am more than a little bit ridiculously excited! Sorry in advance for all the exclamation points, but I’m jumping up and down with joy right now. Our goal is to get enough submissions to make a whole digital issue by October or so. So the deadline for submissions, to remind you all, is Sept. 30th. We’re still looking for…
View On WordPress
This was a piece of fan art that has been banging around in my head since Sir Terry Pratchett’s death. He was a great man, and his creations will echo in the world of fiction for a very very long time. I’m thinking of calling it “Broom Service,” or “Tiffany vs the Nac Mac Feegle.” Suggestions are welcome.
The Problem With Criticism
Here’s some great news! The first chapter of Never Never has been almost completely finished, minus a few little things that I’ll do before posting the comics up. Don’t forget to keep checking every Wednesday at www.nevernevercomic.com for updates, and back here for more news!
Also in good news, The First Panel has been slowly, slowly growing, and we have some cover art submissions so far, which is great! Don’t forget that the submission deadline for the first issue is the 30th of September - that’s over three months from now, hopefully enough time for people to get things in.
So I have a bit of a Peeve to pet. For those who don’t know, Peeves are annoying little ghost animals that hound you until you pet them, when they’ll finally leave you alone for a while. There are a ton of people bitching about Jurassic World out there lately, either about how the CGI ruined it, or how the plot is the same as always, or there’s no characterization. I understand the need to break things down and analyze them - I am an English major after all - but there’s a big difference between analyzing for discussion and just ripping things down because you feel you can or you have to.
No doubt, there was a time in my life when I did that, and I feel its draw, the hooks and barbs in my skin, but I think we have to move past that at some point. Jurassic World was a pretty damn good movie. Sure, it used CGI instead of animatronics (there were still “real life” dinos, just for note), but it still looked really good. Sure, the plot was similar, but, oddly enough, the plot of JW was actually deeper than than of JP. ANY of the original Jurassic Park movies. Some of the characterizations were deeper, and the movie itself took on, in my opinion, a bit of a grander, more adventure-y feel. I felt like I was immersed in that world more this time around than with the original.
There’s something to be said for enjoying a movie for what it is, and Jurassic World felt more like a rebooting of the classic movie for a new time and generation than it did a true sequel. And I think it did a pretty damn good job of being that, and of being a monster movie. It was fun, it was thrilling, it had thrills and chills, and just enough - maybe a little too much - blood and gore.
Don’t get me wrong, it wasn’t perfect, it doesn’t beat out the original, but it is a respectable entry into the series. Just like the new Godzilla brought some new blood into the world, so did Jurassic World.
Two Things
Two big news items today, in the real world, and two in the world of comics/geekery. Let’s tackle the serious issues first:
The Problem of the Police in Texas Crashing a Pool Party - they beat some serious shit outta some people. Maybe, with luck, someday we’ll live in a far less racist world, a world where people aren’t judged by split second decisions and impressions. This is a world of fear, and when fear is the ruler, no one wins. That is all.
The Problem of NBC Canceling Constantine: GODDAMN IT NBC!!! Finally, one good representation of Constantine in the video media, and you have to go and bail on it! Leave it hanging!? F all of you.
Okay, now we can get to the more fun stuff:
The Tony’s are Tonight! There have been some great performances already, and the show altogether was/is pretty great!
Joseph Gordon-Levitt did a little press release about the upcoming Sandman movie! I’m incredibly excited, especially since he seems to want to stay close to the source material! He stated that it’s going to be a suspenseful action flick with no punches thrown. I’m pretty happy to hear that.
Final piece of news! The second chapter of Never Never has been scripted, and I’m pretty excited about showing you all where it’s headed! I think you’re gonna like it!
I’m tired, see y’all next week!