Game Review: Diablo 3

Diablo 3 is out. But is it a game? Or is it the most brilliant money making scam in internet history?

Movie Review: The Avengers

Okay, okay, I posted my Avengers review. Get off my back already, geez.

The Most Important Comic Book You've Never Heard Of

Action Comics #1. Detective Comics #27. Why is All-American Men of War #89 as important as these great comics -- and why have you never heard of it?.

Tales From the Vault: Lois Lane #93

If you thought Superman was a total tool before, you ain't seen nothing yet.

Mass Effect 3: The Official Review

Mass Effect 3 isn't the end of the world, it just portrays it.

Monday, August 24, 2009

When Spidey Met Optimus

It’s something that all kids do instinctively. You’re sitting there with your toys, a pile of Transformers on one side and a heap of G. I. Joe guys on the other and even though you know they’re two separate things according to the toy companies and the cartoons, you start playing with both of them together and making up your own stories. It’s like putting your chocolate in your peanut butter, only with machine guns. And it’s awesome.

That’s why Marvel’s lines of licensed comic books in the 70’s and 80’s were so fun: because they played with their toys just like kids would. Licensed books are nothing new; since the birth of comics, publishers would buy the comic book rights from a TV or movie or toy company and put out a series of stories based on the property. Gold Key and Dell practically floated their entire company on the backs of popular television, and today publishers like IDW, Dark Horse and Boom! Studios compete to see who can garf the rights to the next video game first. After all, in today's market, where Transformers and G. I. Joe have become multi-media entertainment juggernauts, it never hurts to have a tie-in comic to cash in on the hype.

But back when Marvel was in charge, they did things a little differently. They didn’t just put out comics based on these toys and cartoon characters; they actually integrated the properties into their own shared Marvel Universe. Part of this was due to the fact that in many cases Marvel themselves had a hand in creating the properties to begin with; few remember that Marvel created the characters and backstory for Transformers, while G. I. Joe actually started out as a pitch for a new SHIELD comic. But even when Marvel was taking on properties that had no real or logical connection to the rest of their world, they still decided to just throw things together and see what happened. After all, if you’ve got the toys, why not play with them?

This week, then, we’ll be taking a look at one of the stranger eras in comics, when Marvel’s biggest heroes routinely rubbed elbows with Godzilla, battled Shogun Warriors, shrunk down to face the Micronauts and even teamed up with Conan and Doc Savage in some of the weirdest (and often most nonsensical) comics of the time. Along the way we’ll try to unearth some forgotten classics and examine why they became forgotten in the first place. So grab your Sectaur and cinch up your Human Fly, because when Spider-man becomes friends with Optimus Prime, you know anything can happen.

Tomorrow: In Marvel’s long history, perhaps no comic featured more team-ups, guest stars and cameos as that centerpiece of Marvel continuity… uh, Rom? We’ll take a look at the huge list of guest stars from Rom’s 75 issue run, featuring everyone from the Soviet Super Soldiers to Jack of Hearts, with a special look at a rare appearance by Rogue as a member of the Brotherhood of Evil Mutants. See you then.


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Sunday, August 23, 2009

Seven Questions with VAN PLEXICO!

Today we sit down for seven questions with science fiction, pulp and superhero author Van Plexico. Van is the author of a number of books, many published by his creator owned imprint White Rocket Books, including the popular series of Sentinels superhero novels. In addition, Van is the creator of the acclaimed fan website Avengers Assemble! and editor of the Assembled! series of fan guides to the Avengers.

1. You've had quite a busy year so far, with four new books coming out simultaneously. What can you tell us about them?


It was mainly a coincidence that they all hit within a couple of months of each other; one had been in the works for over four years! One is a classic Sherlock Holmes anthology in which I have two of the shorter stories. It's a fun book from Airship 27 and has been selling shockingly well so far. Getting to emulate Conan Doyle and play with Mycroft Holmes and other great Holmes characters was enormous fun.

Another book is the new volume in my ongoing Sentinels superhero novel series, THE SHIVA ADVENT. It's the beginning of a new, more "cosmic" story arc and again features great interior art by Chris Kohler. Some interesting new characters appear and some of the older ones... well, let's just say this series represents my attempt at a "Babylon 5" saga of super heroes and you can probably guess what that means for some of the characters!

There's also my stand-alone, longer-form SF/Fantasy novel, LUCIAN: DARK GOD'S HOMECOMING, which I wrote in the style of a Roger Zelazny "Amber" novel but which I'm told by some readers is more reminiscent of Jack Vance and his anti-heroes. Either comparison is fine with me! Airship 27 put it out as well, with cover and interior art by Ingrid Hardy.

And finally there's ASSEMBLED! 2, our second commentary book ("our" being we Jarvis Heads of AvengersAssemble.net) that looks at Marvel's Avengers in both serious and humorous lights. (Full disclosure—some of my favorite parts of the book were contributed by Scott!) The profits from both books go to the HERO Initiative charity for retired comics pros in need. And of course we got Tom Brevoort to do the Introduction, which was a bonus.


2. You've achieved a lot of success through the avenue of self-publishing, with your White Rocket Books imprint expanding to publish works from other creators. How will your recent deal with Swarm Press to have them pick up your Sentinels line affect White Rocket?

The Swarm Press deal has been entirely positive with regard to White Rocket Books. I have to admit it was odd that for a while White Rocket, which I founded, was publishing books written by other folks--
but nothing by me! But the Swarm deal has meant increased visibility for the Sentinels books, without question... And I think it's meant greater legitimacy for them, too, in the sense that it's not just me or a few other readers saying they're worth your time to read; in Swarm we had a very successful small press outfit-- people who are supposed to know what's "good"-- stepping in and saying how much they
liked the books and how much they wanted to bring them to a wider audience. That meant a lot to me personally. I spend a huge amount of time plotting and writing the Sentinels books and it helped validate that to a large degree for me.

In sum, I'm a writer in Swarm's stable, as well as in Airship 27's, and I keep those relationships separate from my role as editor of White Rocket, where I try to do the best job I can for the other writers and editors there.


3. Since Sentinels is a superhero story, translating it into comic book form would seem like a natural move. Do you have any plans to publish comic adaptations of Sentinels?

That is probably the number one question I get about the Sentinels. Everyone wants to see it as a comic book. But the thing is, I'm doing it as the "Babylon 5" or "Aubrey/Maturin Master & Commander" saga of superheroes, where the real payoff is in the long-term changes to the characters and in the grand arcs playing out over many volumes. To condense that down to 22 pages of comics... I've never been sure it
would work that way. I fear that it would be "just another superhero comic," losing the thing that I believe most makes it special—the long-term saga aspect. (Or, keeping with the B5 analogy, you'd end up with the comics equivalent of a TV movie like "River of Souls!") Just because the characters happen to be super heroes doesn't mean the storyline itself best fits the comic book medium. (Which, I grant you, seems like an odd thing to say!)

Doing a straight adaptation of the existing books wouldn't be of much interest to me, either. Would folks line up to buy a comic that merely copied an existing television show, for example? No-- they want the "new season" of BUFFY, not a comics adaptation of the existing ones. So I've been trying to come up with a more limited Sentinels storyline that would work in the six to eight issue range while still keeping most of what makes the characters and their stories special to me.

And now, after more than three years of deep thinking on the subject, I believe I finally have one ready. So--as soon as I find an artist willing to work on it with me, whom I feel is a good match for the characters and the story, you will finally see comic books of the Sentinels from White Rocket!


4. The second volume of your fan guide to Avengers, Assembled! 2, just came out. How is this book different from the first volume and what can we expect to see in the third book?

The first volume was centered around the organizing concept of "eras in Avengers history," based on the creative teams on the book. For example, "Lee/Kirby" or "Shooter/Perez." That worked very well, but it didn't do much in terms of the characters themselves. So this new volume (2) looks at the Big Three of Thor, Iron Man, and Captain America in great depth and detail, along with the big two baddies of Kang and Ultron (plus a few other special features). That leaves volume 3 (coming early next year, I hope) covering all the other noteworthy Avengers, from the Beast to the Vision and the Scarlet Witch to the Pyms and Hawkeye, all the way down to D-Man.

Different writers contributed different chapters, and each brought different insights and sensibilities to the table. Consequently, some of the features are extremely technical and in-depth, while others have a more whimsical approach, and still others are downright hilarious. The wide range of tones and approaches, I feel, makes for a more entertaining reading experience than you would get from, say,
sitting down with a volume of the "Official Guide to the Marvel Universe," which gets pretty darned dry after a short while.

We will also continue to include extra sections on topics such as AVENGERS FOREVER, YOUNG AVENGERS, the Marvel prose works, and so on. Also, Kurt Busiek contributed a chapter for Vol. 3 in which he discusses his feelings about his legendary run on AVENGERS alongside George Perez. That alone should be worth the price.


5. The Assembled! line of fan guides came about as an extension of your avengersassemble.net website; as a result you've been called "the most famous Avengers fan in the world". What's it like being so well known as a fan that you had a character in Iron Man named after you?

It was certainly great fun for a long while, as when the comics shop guy in Singapore said to me, "You're THE Van Plexico?!?" Hah. And it probably helped me get a foot in the door with getting the Sentinels books out to potential readers and getting me a spot here and there on the convention circuit before I'd had anything published. These days, however, I'm trying to get my own creative career up and running, and sometimes I worry that being so known as a "fan" might actually hurt my reputation as a fledgling "pro." (To whatever degree that's true of me so far.) We'll see...!


6. You're also well known for your convention presence. What does your upcoming con schedule look like and what other projects do you have coming out in the near future?

I've had to scale back my convention appearances the last year or so, what with having a new baby girl to help take care of. But there are a few cons I simply cannot miss. Next up is the massive DragonCon in Atlanta over Labor Day weekend, which has invited me as a Guest for the past two years (something I am insanely grateful for!). This will be my 13th DragonCon overall (12th in a row) and I wouldn't miss it for the world. I have a lot of good friends there and many of them are now faithful readers of my work, as well! (Bless you all!)

After that is the local St Louis con, Archon, followed by ImagiCon in Birmingham, AL, early next spring. What a great convention B'ham is putting on now! I recommend it highly. And then Windy City Pulp Con in Chicago and Pulp Fest in Ohio in the summer, where I get to hang out with other neo-Pulps writers from Airship 27 and other publishing houses that are trying to revive the classic pulps in new tales.

We're also hoping to make a family trip to San Diego for the Big One (SDCC) next summer. We shall see.

New projects? Quickly: ASSEMBLED! 3 will round out our look at the Avengers in early 2010... The next Sentinels volume, WORLDMIND, should roll along sometime in the spring... Two new volumes of a brand new "throwback" space opera character and his adventures should be along sometime next year from Airship 27. Those books are written in the "Space Patrol" / Flash Gordon vein, and I did a great deal of editing work on both volumes (which include a 45,000 word novella of my own). I also co-created a sort of sword-and-sorcery character whose anthology I'm editing for Airship 27, and I have a story in an upcoming 1930s air combat pulp anthology. That's all stuff that's been in the works for a while; I'm also trying to get moving on some new projects. We'll see. Always busy!

7. Lastly, for those people just starting out, what's one specific storytelling technique you use that you could share with a new creator to improve their work?

Rather than try to come up with a specific storytelling technique, I'll simply talk about a couple of approaches I take that tremendously help me with my own work. Maybe they'll be of assistance to others.

One is that I am a stickler for technically correct writing. I do my best to write "clean" first drafts, which makes for less work later and makes for a more professional-looking product when you're finished. I would be embarrassed to hand over a "finished draft" of a story or novel to an editor that I knew would require hours of copy editing work. Certainly there are plenty of places for a writer to use artistic flair and clever writing effects-- I do so all the time. But at the core, your writing needs to be technically as sound and correct as possible in addition to being interesting and entertaining and original.

The other (and the more controversial) approach is that I OUTLINE like crazy. I outline more heavily than any other writer I know. My outline for WORLDMIND (the next Sentinels book) is already 37 pages long, and I've yet to start writing the book itself! I outline like this for several reasons:

1) I find it easier to sit down at the computer and write when I generally know where the story is going next, and why. If I'm unsure, I'm hesitant to sit down and try to force it to go somewhere. Thus the book or story takes forever to write, because I'm pacing around and worrying rather than writing.

2) Outlining helps eliminate storytelling and continuity errors.

3) Outlining allows me to insert all sorts of (what I hope will be) clever little bits early on, which I can then pick up on later in the book, or in subsequent volumes. Lots of readers have commented on how they'll notice something in the Sentinels books and then, maybe two books later, they'll see a callback to it and they'll go, "Oh yeah! I remember that now! So THAT was what that was about!" That's a lot of fun to do as a writer.

4) Outlining keeps things moving in a logical and consistent direction, rather than randomly and against the natural instincts of the characters. The characters have to dictate story, not the other way around; I find that breaking everything down at the beginning allows the story to flow naturally from the characters. (I admit that this requires you to know your characters pretty well at the start, but there are many ways to achieve that, such as writing little vignettes or short stories with them beforehand, in order to get to know them better and to more fully understand what they would do in a given situation.)

Some writers react very negatively to my above talk about outlining by arguing that outlining takes all the "surprises" and fun out of writing for them. While I sympathize, first let me say that I do leave plenty of wiggle room for surprises and changes of plans all along, as needed. I never handcuff myself to an outline; it's like a roadmap, and you can exit off the Interstate at any point and take an alternate route!

Perhaps some writers have excellent memories and can keep in mind every little thing they want to pick up on later, but I can't do that. I have to nail it all down ahead of time. The fun comes in laying it all out, providing the dialogue and character moments that put the flesh on the bones of the story. Frankly, to me, and with all due respect to my fellow writers-- if you can't bring yourself to even sit down and write without the absolute surprise of not having any idea where you're going as you write, then perhaps you aren't as professional of a writer as you could be.



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Saturday, August 22, 2009

Breaking the Fourth Wall: Episode 4

To review: Twelve years ago I sent in my pitch for an updated Haunted Tank story in which, a generation after World War II, General J. E. B. Stuart finds himself dealing with a new war and a new tank crew headed by an African-American tank commander. And though the pitch wasn’t picked up by Vertigo at the time, within the past year they did end up publishing a Haunted Tank series based on this premise. Only, I didn’t write it.

So, what was the story I sent in exactly? And how did it differ from what Vertigo ended up publishing? Today we’re going to take a look at how two writers working from the same idea can come up with completely different stories as I compare the details of my pitch with the actual published series written by Frank Marraffino.

[Note: before I go any further I want to reiterate that Vertigo and Marraffino in no way, shape or form “stole” my idea; we just happened to have the same idea at different times. I also want to say that though I have read the first three issues of Marraffino’s five issue series, I have been unable to locate copies of the final two issues, so on some points I will necessarily have to focus more on my own pitch due to incomplete information]

In general, the differences between our two stories fall into three major categories.

1. Setting

This is both the most obvious and the most important difference between our two stories, and in many ways the other differences can be seen to stem in large part from this. When I developed my pitch in 1997, the United States was not currently engaged in any widespread warfare; what military actions we were undertaken (or had recently undertaken) also weren’t really much for tank warfare. The only recent conflict with any widespread tank use was the Gulf War of 1991, but that war was so brief in terms of actual combat that it didn’t really seem like the proper setting. With these factors in mind (as well as some others I will discuss shortly) I decided to set my story in Vietnam.

Marraffino’s story, on the other hand, takes place during the war in Iraq. Echoing my thoughts on the Gulf War, he has chosen to set the story during the actual combat phase of the war, i.e. in 2003, rather than making the story contemporary to when it was coming out in 2008-9. I’m assuming at least that his reasons were similar, anyway – that is, this is the one section of the war where tanks were not only being used widely but also when actual, classic combat situations were taking place. Tank vs. tank or tank vs. soldier battles were happening rather than just a police action with tanks just tooling around as a show of force while they try to avoid land mines.

The effect that setting has on both stories is significant. There are some similarities, of course; the parallels between Iraq and Vietnam are obvious and have been a talking point in discussion of Iraq since day one. In this sense, then, most of the benefits of setting the story in Vietnam are also shared by the setting in Iraq, while the modern setting has several additional benefits, which can pretty much all be summed up with the blanket statement that setting the story in Iraq makes the story more immediate and relevant to modern readers. People reading about Iraq are going to have a more visceral reaction to the material based on the immediacy of the action.

Of course, this also means there is some benefit to setting the story in Vietnam instead: namely, if you don’t want them to have such a reaction. Setting the story in Vietnam instead allows for a more studied take because it removes that immediacy from the equation for both the reader and the writer; people are going to take their preconceptions about the Iraq war into a reading that they probably aren’t going to have about Vietnam. With this in mind, I think that the Vietnam setting probably better suited the story I was planning to tell than an Iraq setting would; and likewise, Marraffino’s story seems to be better suited for Iraq (as we’ll see momentarily).

I’d call this difference a wash, then, except I think the modern setting gives the story a certain element of both relevance and legitimacy because of an assumed realism the story gains from being “ripped from the headlines”. So though I think the difference in setting is caused largely because of when we developed our respective pitches, I have to say I think the Iraq setting works better than the Vietnam setting.

2. Characters

One of the other effects setting has on the development of the story is the type of characters it suggests. In the previous section I mentioned that the Vietnam era was more suited to my story, and one of the main reasons is because of what it allowed me to do with my African-American tank commander, Jeb Stuart Gray.

In my story, Jeb Gray was the son of the original Haunted Tank’s black member, Gus Gray, and was named for both the original tank commander Jeb Stuart and their protective ghost. By setting the story in the Vietnam era, it allowed me to craft a complex character who was of a piece with that turbulent political time. I wrote Jeb Gray as an intellectual, a deep thinker who was involved in the nascent black power movement and had become deeply distrustful of the government and what “the man” was selling at the time. Yet, he had been raised to believe in America and that service to the nation was both an honor and a duty. So at the start of our story, he is deeply conflicted, having left put his college education and his political and social beliefs on hold in order to fight in a war he doesn’t believe in for a government he doesn’t believe in.

Likewise, my treatment of General J. E. B. Stuart was influenced in large part through the Vietnam setting. One of the main focuses for General Stuart was the nature of the war itself. The Civil War was a war where both sides passionately believed in the righteousness of their cause, and so for Stuart the details of World War II might have been surprising but the ethos was not. It was another “good war”, one where people believed in what they were fighting for. It was recognizable, honorable. By putting him in Vietnam, then, I wanted the General to be faced not just with a tank commander who challenged his belief system, but with a war that itself inherently challenged his beliefs. So while the two would initially be faced with the obvious black/white conflict, the underlying issue of the war itself – and how it undermines their faith in, well, everything – would eventually become a common ground.

Marraffino’s take is in most ways very different, and again much of this is either caused by or reflective of his choice of settings. His black tank commander, Jamal Stuart, isn’t an intellectual, even an angry one; nor are any of his crew worried too much about philosophical issues. Even though it’s set in 2003, it’s essentially a “post-racial” crew for lack of a better term. Jamal isn’t going to be brooding about civil rights or political injustices; he’s going to be killing bad guys and telling the general to take his outdated racism and jam it up his ass.

Likewise, his General Stuart is not really the type of guy to be worrying too much about the difference in the military ethos between, say, Antietam and Tikrit. He’s really more interested in seeing some action – getting out there and kicking some tail. A major difference between the Stuart of my story and the Stuart portrayed by Marraffino can be seen in their respective ghostly backstories (and here I am taking some details from online reports of the last two issues of Marraffino’s series). In Marraffino’s series, Stuart claims to have become a ghost as the result of a curse dooming him to watch over his ancestors, but we later learn that this is just an excuse for Stuart to pursue his love of adventure and battle.

Some readers have criticized Marraffino for his portrayal of Stuart, specifically his historical details regarding Stuart’s ownership of slaves, but in this case I think Marraffino ‘s take is a pretty good one. Stuart was an adventurer and was known for his exploits; he craved action and the resulting adoration. I think it’s a perfectly valid reading of the character.

It’s not what I was going to do with my Stuart, however. In Haunted Tank #2, Marraffino has Stuart relate the famous incident at Gettysburg where he left Lee’s army blind while he chased glory on a useless excursion with his mounted troops. Lee tells Stuart that “there is a lesson to be learned here”. But it’s clear from his actions in Marraffino’s series that Stuart didn’t actually learn his lesson. In my story, on the other hand, this same event is the key to Stuart’s backstory; essentially, because of this action and the fact that it (arguably) doomed the Confederacy to defeat, Stuart is cursed, becoming a ghost doomed to wander the afterlife until he makes amends for his mistake. My Stuart was someone who was chastened, who had learned his lesson; no longer a thrill seeker or an adventurer, he was a cautious and thoughtful spirit who was earnestly trying to make up for the wrong he had done at Gettysburg.

Again, in terms of the characters, I have to say that Marraffino’s choices lend themselves to a more modern take on the story; at one point the members of the tank engage in, well, a rap battle with the General. Their seeming superficiality appears to be intentional on Marraffino’s part, a comment on the superficiality of our culture in a way; these characters don’t get into deep moral discussions of racism with the General in part because they don’t think of race the same way, but also because they aren’t really capable of that kind of thought to begin with. That’s not to say the issues don’t come up, they are just dealt with differently (for example, there’s a nice sequence where Jamal tries to tell the General why he shouldn’t use the n-word anymore and is completely undermined by his tank crew rapping behind him). While I had a story where the characters were self-aware and thus discussed their differences and the issues, Marraffino has a story where the message is subtext, a subtext created in part because the characters are not self-aware. Obviously, it’s not what I would have done, but I think it’s a perfectly valid creative choice and it may very well resonate more with today’s readers than my story would.

3. Plot


Lastly, one of the major differences between my story and Marraffino’s is the plot. Marraffino’s story essentially treats the burgeoning relationship between Jamal and the General as the plot; that is to say, while there are battles, fights, explosions and encounters, they are pretty much random (as they might well be in the day to day life of a tank in a battle zone) and serve either as background for the conversation or as a prod for the next character bit. The development of the characters and the arc they go through are the narrative force for the series and the action is incidental.

My story was quite different. While the relationship between the characters was the important part, it took place within the context of an action story that also had a complete arc. My hope was to provide a character arc for people interested in character and a straightforward action story for people interested in action. I won’t get into it too much, but basically it had to do with the use of a mystical artifact that the North Vietnamese had obtained and which was being taken to an ancient temple; thanks to the supernatural background of the ghost, the crew of the Haunted Tank ended up being the only ones who could track it down. In the end there were some ninja-monks and the summoning of a dragon along with some mystical ghost-catchers that would give our gang a lot of difficulty.

One of the main uses of setting the story in Veitnam, then, was the ease with which I could introduce the magic elements of the storyline. This was important to me because I wanted to make the General a more active participant in the story; in most of his original appearances he basically did nothing except to show up and give a cryptic warning here or there about enemy troops or upcoming battles. By bringing in mystical enemies that could pose a threat to the ghost, I wanted to make him an integral part of the action instead of just a mascot. After all, he’s supposed to be protecting these guys, not just watching them helplessly as they get shot to pieces.

Marraffino also seems to have been thinking along these lines, but again his solution is very different. While I crafted a plot that would bring in other magic elements, Marraffino settled on a simpler plan: he just gave the ghost the ability to affect the physical realm. In Haunted Tank #3, for example, he runs roughshod over a whole mess of Iraqi tanks, slicing shells in half and running people through with his sword. In essence he can become solid when he wants to and remain a ghost the rest of the time.

Both takes are valid. I tend to want my character work to take place within the structure of a larger storyline, but on the other hand, my pitch probably went a little overboard in some areas. By setting the story in Vietnam, it allowed me to bring in some other DC characters that were in Vietnam, including cameos and supporting roles from the likes of Travis Morgan and Richard Dragon. In retrospect, it might have been better to cut some of this stuff out and focus more on the core story, something that Marraffino is able to do unencumbered by twisty plots and ongoing concerns.

Conclusion


My Haunted Tank was the story of a tank commander caught up in the racial and political turbulence of the 1960’s and a serious ghost looking to make amends for the mistakes of his past. The confrontations and debates between these characters took place over the course of a plot that blended action and magic in order to make the General a more active participant.

Marraffino’s Haunted Tank was the story of a group of typical modern soldiers, caught up in the day to day details of the Iraq War and a ghost more concerned with action than with learning from his mistakes. The post-racial arguments between the ghost and the crew comment as much on the superficial confusion of modern society as on the issues themselves.

It’s interesting for me to compare these stories, because in many instances I think Marraffino and I are dealing with very similar themes and concepts (as you would expect when working from the same concept) but approaching them from almost opposite directions. While I wanted to overtly discuss the issues raised by the core premise, in part by creating characters capable of rationally discussing them, Marraffino would rather covertly comment on them in part by creating characters that are incapable of rationally discussing them. While my story used plot as a major element, Marraffino’s story instead used the setting of Iraq to fulfill many of the same narrative needs; likewise, the more emotionally distant setting of Vietnam suited my more rational characters while the emotionally charged setting of Iraq suits Marraffino’s more visceral story better.

Both, I think, are valid takes on the story; and in a way, I think each is more suited to the time when it was created, as I think my original story would have fit in better with the Vertigo of 1997 than Marraffino’s would have, while the reverse is also true. I can’t say I particularly enjoyed Marraffino’s series, but by the same token I don’t think it was meant to be enjoyed per se but rather was meant as a statement about both the war and modern American culture, and on those fronts I think it succeeded. I can only hope that had my story been published it would have succeeded as well.


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Friday, August 21, 2009

Breaking the Fourth Wall: Episode 3

For over twenty years, The Haunted Tank was one of DC’s most popular and successful war comics, trailing only Sgt. Rock in both categories. With the entire war genre essentially collapsing permanently in the early 80’s, though, Haunted Tank became a property adrift – no title, no stories, few fans, heck, they weren’t necessarily even in continuity after Crisis of Infinite Earths. In other words, they were pure writing gold.

It’s long been held that second tier characters are the way to make your mark in the industry. No editor is going to hand the reins of Batman or Spider-man to some unknown, but stuff like Haunted Tank is a totally different story. A property that was popular once can be popular again, so it’s ripe for some new creator who wants to make a name and is eager to try a new approach.

With this in mind, when I decided to break into comics back in 1997 I started with the Haunted Tank. The premise behind the series was pretty simple: during World War II, Jeb Stuart, the commander of a Stuart tank fighting in Europe, discovers that he and his tank are being watched over by the ghost of their namesake, confederate General J. E. B. Stuart. And… that’s it. That’s the whole premise. They tool around doing tank stuff and every so often the ghost shoes up, says something cryptic, and then vanishes. Not too complex, really, just a different hook for essentially the same war stories DC was telling in their other titles.

My idea for a revamp was pretty simple as well: have J. E. B. Stuart’s ghost show up in a different, more morally conflicted war (Vietnam) where he has to deal with an African-American tank commander instead of a good ol’ boy. How would the ghost react to the ethos of a conflict very different from either the Civil War or WWII? And how would he react to being the protector of a black namesake? More to the point, how would the new tank commander feel about having a confederate ghost looking out for him?

Overall, I thought it was a good idea and when I submitted my pitch to Vertigo they seemed to agree; I got a nice handwritten letter from an editor encouraging me to tighten the story up and resubmit it. Nothing came of that opportunity in the end, but the idea itself remained viable. Viable enough, in fact, for Vertigo to publish a Hunted Tank mini-series earlier this year with the exact same premise (only moved forward from Vietnam to Iraq).

Now, let me say right off the top here that I don’t think there’s the slightest chance in the world that either the current editors at Vertigo or the author of the series, Frank Marraffino, knew anything at all about my proposal. That is, in fact, what makes this particularly interesting to me, because it raises a few points about how creators create that I’d like to discuss. I’ve learned a few things about writing over the years and the first and most important thing is probably this:

Ideas Are Not Precious

When I was young, if I came up with a cool idea I would horde it. It would go in the Secret Vault of Ideas, where it would be nurtured and suckled. It’s something that I’ve seen other writers talk about as well – the thought that ideas are rare and precious and that if you have a good idea you should hold on tight to it, protect it and be as careful as possible with it because you never know when another good idea might come along.

Well, sorry, but I happen to think that’s a bunch of bullshit. Ideas aren’t precious. In fact, ideas are a dime a dozen, and nowhere is this more true than in the shared universes that populate the comic book world. If you look at the basic facts behind the Haunted Tank, for instance, there’s only so much to work with. The strange thing isn’t that two creators looking at Haunted Tank came up with the same idea, it’s that it hadn’t already been done. Now, it might seem like I’m arguing against myself – if ideas are a dime a dozen, then how can there be such a finite number of ideas – but my point here is this: there’s a lot of incredibly creative people working in comics (and in books, and in movies, and in television…) and they are all constantly coming up with ideas. No matter how great you think your idea is, it’s pretty much a guarantee that if you hadn’t thought of it, someone else would have – that is, as long as it’s actually a good idea.

This is what I think of as simultaneous development. It happens a lot in comics because people are using the same tropes, the same concepts and in many cases the same exact characters and source materials, so of course they are going to sometimes come up with the same ideas. For example, people have noted the similarities between Captain America: Rebirth and the whole Batman in Final Crisis thing with the cave or whatever the hell is going on there. Yes, the stories are similar, but it’s not because these writers are ripping each other off, it’s because they are both referencing the same source material – i.e. ripping off Kurt Vonnegut. And even when creators aren’t overtly referencing the same stuff, they are still working within the same cultural zeitgeist. Sometimes ideas just happen because it’s time for them to happen and who actually comes up with the idea is almost irrelevant.

This Haunted Tank story isn’t the only time an idea I have had was duplicated in comics; it’s not even the only submission I’ve done that ended up getting published by someone else (though it is the most interesting case). But it’s not because anyone is stealing my ideas, it’s just because the ideas were good enough that other people had to come up with them as well. Personally, don’t think someone should spend too much time worrying about having their ideas stolen; in general, I think protecting ideas stifles them and robs them of their energy. Sharing ideas broadens them. I feel like, if someone steals my idea, well, so what. After all, there’s a dozen more where that came from (Note: this is easier to say since nobody has actually stolen any of my ideas, of course.)

Now, this all might seem a bit discouraging, since I seem to be saying that no matter how good your idea is, someone else is going to come up with something as good, better or identical. But don’t worry, because if there’s one other thing I’ve learned, it’s this:

Ideas Are Not Stories

This is true in a couple ways. First of all, there’s the technical sense, which goes back to my previous comments about having your idea’s poached. Legally speaking, as has been pointed out to me a few times recently, you can’t copyright an idea but you can copyright a story. So if you’re really worried about it, getting down to brass tacks and writing your story will take care of half of the issue.

But that’s not what I’m really talking about here. What I mean by this is that having a good idea for a story is not the same thing as actually writing a good story. At best, an idea suggests story possibilities. But it’s not plot, it’s not character, it’s not pacing. It’s just a concept that needs to be fleshed out before there’s really anything to speak of.

Take, for instance, my Haunted Tank idea. So we have a Civil War ghost stuck in the Vietnam War dealing with a black tank commander. Okay. Well, that suggests some things that you would want to explore on the character side (which I mentioned briefly earlier). But it doesn’t tell you how to go about exploring them. What actions take place to bring these interactions about? How do the characters feel? How do they change through their interaction? Where do they start and where do they finish – what’s the conflict and what’s the climax? In other words – what’s the story?

The fact is that if you give 50 writers the same exact idea, they are going to come up with 50 different stories based on it. Some of them may be similar, but none of them will be identical, because an idea is just a starting point; it’s the process of development that turns that into something viable and interesting. In other words, an idea is not a story, and it’s the story that matters in the end, not the idea itself.

In sum, then, my two maxims here equal one basic writing fact: work is more important than imagination. A lot of brilliant ideas turn out to be bad stories, or worse, never turn into stories at all. Why? Because the work isn't done to turn that idea into a viable story. People fall in love with the purity of the idea and it comes at the expense of the finished product. But an idea is nothing more than an ingot that needs to be pounded into a useful shape -- potential in the hands of the right craftsman.

Nothing more and nothing less.


Coming Up: So if the story is more important than the idea, just what was the story I sent in? And what was the story that Vertigo and Frank Marraffino published? Tomorrow we’ll take a closer look at both, comparing them to see what choices were made, why and how those choices ended up making one story or the other stronger or weaker.


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Thursday, August 20, 2009

TV Review: Torchwood: Children of Earth

Warning: this review contains spoilers. Of course, that's only a bad thing if you're the kind of person who wants to die in your sleep.

I was introduced to Torchwood the same way as everyone else: someone paid me to watch it. So back when Season One was just coming out in America, I sat down and carefully studied each episode and character and soon reached an inescapable conclusion: these people were all complete douchebags. Well, not main character Gwen Cooper, but the rest of the team were a bunch of insufferable wankers; thanks to Russell T. Davies and his decision to create a more “adult” counterpart to Doctor Who, the show devolved into pointless and downright dumbass sex which on most occasions seemed to be purposely as out of character as possible. The more adult it was supposed to be, the more juvenile it instead became.

Based on this I had no intentions of watching season two, but again, money talks. And I discovered a funny thing: season two was actually really good. The stories were more compelling. The adult content was more adult and actually had a narrative purpose. And the wankers wanked less, with most of them redeeming themselves through compelling character arcs. All in all, Season Two of Torchwood was a pleasant and unexpected surprise.

So I was particularly interested to see what happened in the abbreviated Season Three, which is better known as the five part mini-series Children of Earth. Designed as an event to mark Torchwood’s move to the big leagues (they moved from, like BBC 8 to BBC 3 or something. Some British nonsense.), the series picks up soon after the end of Season Two and poses an interesting question: when faced with an untenable situation (in this case, the threat of attack from aliens with overwhelmingly superior technology), do you hold on to your morality or do you compromise your beliefs to survive? And just how far are you willing to go?

The final answer is, in some ways, compelling. The problem is that before we get to that final answer we have to slog through some complete and utter nonsense. Seriously, get out your hip waders, because by the end of episode two you’ll be neck deep in bullcrap.

The series starts off well enough; the first episode is a fast paced, tense and interesting introduction to the central mystery (i.e., what happened between the aliens and the government 45 years ago?) and it throws us some serious curves with the introduction of a doctor who seems destined to be Torchwood’s newest member.

But then, as they say, the series goes totally pear shaped. And here’s the real problem: all the parts that are silly are about Torchwood, and every time they are off screen, it becomes compelling again. For a series called “Torchwood”, that’s not optimal. The gang spends the middle three episodes indulging in one of the dumbest and most poorly thought out schemes since Market Garden (hey, just trying to keep it British here). With Earth mere hours away from total annihilation or… something… via synchronized whining, Torchwood decides to spend all its time rescuing Captain Jack Trenchcoat from the prison he’s stuck in. This is so he can use his expertise to deal with the aliens. We are assured over and over again that only Torchwood and Captain Jack have the know how and expertise to deal with this explosive situation; the powers that be are making a terrible mistake. Eventually Torchwood does rescue him and Jack finally (and I really mean finally here, it takes three whole episodes) gets to deal with them, it turns out his entire plan is to just tell them to leave. Or else. That’s it, that’s the whole plan.

So of course, the aliens have the expected response, which is to say “you and whose army” and then proceed to kill Ianto and everyone else in the building while Jack literally says “I take it back”.

Seriously, Jack, that’s your damn master plan? That’s what your vaunted expertise came up with? Now I have a lot more sympathy for the government in their efforts to get rid of Torchwood, because honestly, that’s just effing stupid.

Once this is done with, though, we get to the final episode and some serious stuff clicks back into gear, leading to a downright chilling sequence where we learn just how flexible Jack’s ethics are and what being immortal can do to your sense of morality and humanity. It’s almost enough to redeem the series. Almost, but not quite, because what we end up with is a great beginning, a great ending and a middle that undermines the story, the character, the entire Torchwood series and any remaining faith in humanity itself that ou might have clung to.

So overall, yeah, I have to say that this was a bit of a let down, but in a very weird and specific way: half of the series was brilliant and the other half was annoying nonsense. Which in a way fits right in with the rest of the Torchwood oeuvre; just as season one was terribad, season two was awesome, so it makes sense that season three would perfectly mesh elements of both. And that’s pretty much the only thing about Children of Earth that made any sense.

My Grades: The Torchwood sections get a D+, which is too bad because Eve Myles is my secret TV girlfriend; the non-Torchwood sections get an A. So I think that adds up to a B-.



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Wednesday, August 19, 2009

Tales From the Vault: JUSTICE LEAGUE OF AMERICA #87

Today we take a look at the unofficial crossover between the Avengers and the Justice League of America. On the Marvel side of things, this collaboration gave us the Squadron Supreme and the classic story in Avengers #85-86. And over on the DC side of things, well, this happened.

Details: Even though the situation depicted on the cover seems to be right out of 1962 – oh noes, Batman is a freaky jester king, why?! – this comic is actually from February of 1971. This is one of Mike Friedrich’s first efforts at DC, with art from Dick Dillin, who inexplicably is an artist and not a private detective.

Synopsis: Friedrich doesn’t waste any time getting things going as the story starts right in the middle of an action sequence, with Batman down for the count and Hawkman already spouting Friedrichian bon mots. Here's the first text in the issue:

"Batman -- out on his feet... badly beaten! Colossal monster! I'll show you we aren't to be slapped off as a cow does a fly!"

Oh. Great. It’s going to be one of those comics. To quote the great Harrison Ford regarding his role as Han Solo, “You can write this shit, but you can’t say it.” Anyhow, Hawkman gets zapped by, I dunno, an encephalo beam or something, and is out. Batman, with his final thought, tries to activate a homing beacon, but fails (I thnik that's what he's doing, anyway, he might just be trying to rub Hawkman's burly chest one last time before he dies). However, the conquering robot then activates it for him, as he wants the JLA to show up so he can defeat them.

Meanwhile, in the Arctic, Superman is brooding:

"I am SUPERMAN... why must I keep impressing that on Earthlings? There are 3 1/2 billion people on this planet and I am unique.... different!"

One panel and this is already the most unsympathetic take on Superman I’ve ever read. Take a bow, Mike Friedrich! Superman decides he needs the company of "those that share the curse -- as well as the blessing -- of super-powers" and goes to the JLA satellite. There he runs into:

"Zatanna... the girl with the enigmatic smile and dancing eyes... Zatanna... ever the calm in the midst of a stormy world... Zatanna... the bearer of peace..."

Zatanna... the brainwashing agent of fascist ethics... oh wait. Anyway, Superman is all, "what are you doing here?" and she's says she came to celebrate the anniversary of her father being rescued. I guess her idea of celebrating is to hang out in an empty satellite orbiting Earth in lonely arcs, hoping an angsty alien shows up to brood at her. Hey, her plan worked! But Superman is no longer brooding, he's totally checking out her junk in a panel with the caption "Just by being near her I feel so comfortable... at ease..." Sorry, Lois, you just got the silver medal.

Suddenly they get the distress beacon from Batman. So they rush to Peru, and coincidentally show up just as Flash, Atom and Green Lantern are getting there. The giant robot is still there, blasting crap, but Batman is like, "why are you guys here? Everything's fine. Go away." He says he and Carter Hall were working on an archaeological dig when they found the robot, so they decided to ask the robot to help with the dig.

Wow, that's a pretty dumb idea, Batman! If I found a robot buried in an ancient archaeological site, I'd want to spend maybe a little time studying it before I turned it on. Maybe? Of course, it doesn't matter, because Batman is lying through his teeth, which Superman detects with his cursed super powers. Batman decides he'd better just cut the lying bit since nobody is buying it and instead commands the robot to crush them all.

Then we get a long fight sequence which, like most fight sequences, bores the piss out of me. Batman goes nuts and declares himself king of the world and the robot starts doing his robot thing, which as you can guess means analyzing everyone's powers and coming up with counter measures, and then Colossus does a fastball special right into the Sentinel’s chest and…

If only. No, eventually, the robot defeats and kills all of them, then presents their bodies to Batman, who is giggling like a maniac.

THE END!

Well, the end of part one. Now we get part two, where we learn that Green Lantern used his power ring to "substitute android duplicates" for the real JLA and send telepathic messages to everyone to play along. Green Lantern's ring can send telepathic messages? And create android duplicates? That’s handy I guess. Anyway, the JLA regroups (because the robot has… wandered off) and they send Batman and Hawkman to the hospital.

Now we get to a really confusing section. See, the Atom shrunk down and hid inside the computer – in other words, the only thing Atom has ever done in his entire existence-- and in a one panel text blurb it explains that the robot is from a world on the far side of the universe and that Atom and the robot were teleported back across the universe to this planet. So, using the combined willpower of the JLA, Green Lantern's ring is able to teleport the team across the universe to where Atom is waiting. During this sequence, GL has the temerity to say that "My ring isn't as galaxy-shattering powerful as it used to be..." Dude, Jesus. You just used telepathy, created androids and teleported the team across the ENTIRE UNIVERSE. Stop being a whiny bitch.

They arrive to discover that this world has pretty much been totally trashed. The robot was sent by the controlling corporations of this world to find materials, and thus it arrived on Earth. The JLA doesn't know this, as it's told in flashback, but they find out pretty quick when they suddenly run into… The Avengers!

Or, well, not quite. They actually run into a team of super-heroes called The Assemblers. Their world also was attacked by a robot probe that teleported back here, and just like the JLA they followed the robot back. Now, since the two teams are all superheroes, they must mistake each other's intentions and have a foolish fight.

And so they do. The Assemblers look like this: Jack B. Quick, super speedster, who looks an awful lot like Quicksilver, only without the white hair; Blue Jay, "a normal man who's discovered how to shrink to the size of a bird and gain wings"; "Silver Sorceress -- A female with extremely powerful Hex-power, but unable to control it completely"; and "Wandjina -- coincidentally the name of the Australian aborigine god of rain... able to control the elements! On his world, he is believed to be an actual god, but no one really knows..." Wandjina also wields a giant mystical battleaxe.

The two teams battle for... two pages. A giant two-page spread. Then, on the next page, a rock accidentally clocks Blue Jay, almost killing him. Man, that's embarrassing. I’ve read that Blue Jay was a comment on how useless Wasp and Yellowjacket are, which is kind of rich coming from someone using good ol’ “I’ll just shrink down and jump through this telephone line” Atom. But I digress. Zatanna uses her magic to heal Blue Jay, and just like that the two teams stop fighting. They decide they should be friends, so they team up and...

...no, they don't. Actually, the Assemblers go home and the JLA all grab Zatanna in a giant group hug which is really creepy and suggestive and I'm not even kidding. Go ahead, click on it to make it a little bigger so you can really see this weird key party. And then, after the hug...

THE END!

For real, nobody tries to go find the corporation that sent the robots to conquer Earth or anything. The Assemblers fly off to go home to their own world, JLA hugs and the story ends. WTF!


Extras: So, obviously Friedrich and Roy Thomas were friends and arranged this unofficial crossover. This came out at the same time as Avengers #85-86, where the Avengers journey to an alternate world and meet the Squardon Supreme for the first time. That story is one of my all-time favorite Avengers tales and is about ten billion times better than this JLA nonsense. It’s interesting that this isn’t the first attempt at a crossover; the Squadron Sinister appeared in Avengers #71, but the corresponding Avengers material that was supposed to be in JLA #75 is so vague and watered down that it’s impossible to notice unless you already know it’s there and are looking for it.

It’s no surprise these crossovers weren’t officially sanctioned, though. Corporate politics aside, the Marvel end of both stories is so vastly superior that it makes DC look like a bunch of total chumps. It’s jarring to see just how advanced Marvel seems when you do a direct comparison of books like this.

My grades:
If it didn't have the bizarre non-crossover with the alternate universe Avengers, I'd give it a D. As a hardcore Avengers fan, I have to give it a B+ just for the curiosity factor.



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Tuesday, August 18, 2009

Hawkeye Is Not A Whore

In a shared universe it’s inevitable that from time to time a character will be portrayed in a way that’s inconsistent with his or her accepted personality. Sometimes it’s on a small scale, like a guest shot that leaves you saying, “Wow, Reed Richards is acting like a total dick” (though, maybe that’s a bad example considering he usually is kind of a dick). Other times it’s a creator having a larger take on a character that differs from the norm, such as, for example, The Goddamn Batman. But for the most part these things can be shrugged off or ignored because they have no lasting impact on the character’s development.

Occasionally, though, these warped characterizations can end up supplanting the original. Sometimes this is due to a specific event in a character’s past that new writers just can’t seem to get around (see: Hank “Crazy Wifebeater” Pym) but occasionally the culprit is something more subtle and harder to identify – the tide of public opinion. One weird scene here and one shaky justification there, presented to a group of readers unfamiliar with the details of a character’s history and the next thing you know, a character gets a new personality because everyone mistakenly believes he has had it all along.

Just because it’s common knowledge, however, doesn’t mean it’s true, so I think it’s time to set the record straight once and for all: Hawkeye is not a whore.

Now, I know what you’re thinking. Hasn’t Hawkeye slept with every female character in the Marvel universe, up to and probably including Bova? Well, firstly, judge not lest ye be judged; in the right circumstances, tip back a few drinks and, well, I probably wouldn’t kick Bova out of bed if you know what I mean. And secondly, yeah, he has. But that doesn’t make him a himbo. In fact, I’m here to argue the exact opposite, because I believe a closer reading of Hawkeye’s appearances paint the picture of a man who is not only not a player but instead is the ultimate one woman man.

Sure, Hawkeye has been known to make sexist comments occasionally in his past and he has a history of hitting on women of all shapes and sizes. But the key to understanding his character is not his actions, but rather the timing of his actions.

In Hawkeye’s first appearance he immediately fell head over heels in love with the Black Widow. Their relationship lasted for a number of years (in real time, which is somewhere between five minutes and a century in Marvel time) before she dumped him. During the time they were together, Hawkeye was committed fully to his girlfriend. But then she sent him packing with a Dear John letter and his heart was broken.

It’s at this point that Hawkeye began manifesting his more womanizing tendencies. Not long after being dumped by Widow, he famously made a pass at the Scarlet Witch, which she rejected in favor of Vision. Just a few issues later Hawkeye quit the Avengers and chased Widow out to San Francisco to confront her new boyfriend, Daredevil. After getting little closure, he turned into the classic Hawkeye people think of, the guy who kisses Deathbird and reads Playboy while on monitor duty.

Why? Because of his heartbreak. It’s classic behavior displayed by untold millions of men in the past, present and no doubt the future: show the world you’re not hurt by jumping back in the saddle. Show your ex that you didn’t need her by piling up new conquests. Love them and leave them before you can get hurt again.

The proof here is in Mockingbird’s pudding (okay, maybe that’s not the best way to phrase it). When Hawkeye met Mockingbird he again fell in love pretty much instantly (ah, writer’s prerogative), leading to a whirlwind marriage thanks to an inherent compatibility based on a shared love of Denny O’Neill. Yes, that marriage had some serious ups and downs before she died, but one up and down it definitely did not have was any hint of infidelity. Once again, with love in his life, Hawkeye was back to a one woman man. Now he had found someone whom he could put his heart in, who he could commit to. He had no need of anyone else.

Except, of course, she died. And once again, just as he had upon Widow’s death, Hawkeye threw himself into short term physical relationships to drown the pain, from Moonstone to the Wasp (the unlikelihood of which is a whole different topic) to, eventually and finally, the Scarlet Witch. But he wasn’t sleeping around because he was a player. No, he was sleeping around because he was a romantic who needed to put up his defenses in order to keep his heart safe from the terrible wounds only women can inflict on men, whether they are a superhero or not.

So next time someone tries to tell you that Hawkeye is a whore, keep this in mind. And cross your fingers that the writers do the same, because Mockingbird has returned and by all rights that means that Hawkeye should return as well.

Return to what he is at heart: a one woman man.



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Monday, August 17, 2009

Breaking the Fourth Wall: Episode 2

Twelve years ago, fresh out of college, I decided it was time to blow the doors off the comic book industry by introducing it to the world’s newest writing superstar: me. I banged out a couple stories, sent them in to the powers that be and waited breathlessly by the mailbox for the inevitable notice that I had been personally selected by Stan Lee to revamp the entire Marvel Universe.

And in the grand scheme of things, the effort didn’t actually go all that badly; my first submission netted me a request from a major publisher (Vertigo) to rewrite the story and send it back in, incorporating some editorial suggestions so they could take another look at publishing it. Yes, it seemed like I was in business.

Except, of course, I wasn’t. As it turned out, I never did get any of my projects published and that was the highlight of my brief foray into comics. Yet, looking back now, I can see a number of lessons that can be learned from this episode and applied as I launch my second attempt to break into the industry. Having good ideas for stories and being able to write them well is important, but knowing how the business works and how to present those ideas in the proper manner is even more important for someone trying to break in to the industry. Here, then, are Four Lessons I learned last time I tried to become a comic book writer.

Lesson One: Don’t put all your eggs in one basket.

Recently as I was searching the web for comic book writing resources (of which there are very few) I came across one pro who mentioned as set up to an essay that he had presented his editor with 12 pitches, one of which the editor liked. It sounds like a lot, but it jibes with my own experience.

Back in 1997, I put together a total of three pitches. Now, three sounds like an okay number, but the problem was that one of those pitches was for a Marvel property and one was for a DC property, meaning that I only had one actual creator owned pitch that I could just submit to anyone. Now, sure, it’s possible that I might have stumbled into that lucky combination of coming up with a great pitch and actually submitting it to the exact editor who loves it, but simply on a mathematical basis it was a bad idea. Having multiple pitches that you can send to multiple outlets is going to increase your odds. It’s that simple. It might seem like a lot more work, but if one of the stories gets bought by a company I’m guessing it won’t seem like all that much work after all.

Besides the basic math, having more pitches also allows a writer to cover more creative ground. Let’s say you have one nice superhero pitch. The fact is, no matter how great that pitch is, you’re limiting yourself to publishers who do superhero work. By coming up with pitches in multiple genres, you open up the door to new publishers and new opportunities. You may have gotten interested in comics because you wanted to write the coolest Wolverine story ever, but in order to succeed in the business I think you need a broader appreciation for the medium itself and a willingness to explore all the avenues available to you.

As it turned out, not having more pitches ready came back to haunt me, which is the focus of our second nugget of wisdom.

Lesson Two: Embrace networking

It’s instructive to spend some time reading the lettercolumns of your old comic books before you get ready to send in submissions. If you look closely, you’ll soon begin stumbling on names that at the time signified nothing more than just another fan but now are famous within the industry. Mark Evanier, Kurt Busiek, Dave Cockrum – the number of pros who began as fans is too long to list. Wendy and Richard Pini met through a lettercolumn and they not only ended up creating the classic fantasy series Elfquest, they got married to boot.

What’s the point? Well, back in the day, when the only form of communication fans had with comic book creators was just to drop a letter in the mail and hope it got read, the contacts that these fans created still ended up helping them get their foot in the door. Nowadays, with the internet and conventions taking place every weekend, networking with pros is easier than ever. Which is good, because it’s also more important than ever; if Marvel and DC only read proposals from known quantities, then you’d best start getting yourself known.

This is a lesson I learned a little too late. When I received a handwritten letter from an editor at Vertigo saying that she liked my series but wanted to see a few changes made to it, what I had in my hands was networking gold. And I dutifully sent in a revision. But when I didn’t hear back, I let the contact lapse. What I should have done, of course, was send her another pitch for a different project; after all, if she liked my writing, maybe I would find a vehicle for it that better fit their publishing mandate. But because I didn’t have any other pitches to send her (see: Lesson One), I ended up letting go of what could have been my path into the comic world, which was a huge mistake.

Lesson Three: Do your homework

So, why did one of my three pitches gain some traction while the other two went nowhere? There are probably a lot of reasons, but the simplest explanation is that I sent Vertigo a pitch that actually fit what the company was doing, while the other two pitches were random at best and downright dumbass at worst.

For example, one of my favorite comics as a kid was ROM: Spaceknight. Now, Rom was an alien who came to Earth to track down evil shape changers who were eating human brains; he looked and acted kind of like a square version of Silver Surfer. I thought he was a great character that had been sorely neglected, so I came up with a fun pitch for a new series, with a nice hook to replace the defunct wraith angle and some new supporting characters to keep things modern. It was a pretty strong pitch.

Only one problem: Marvel doesn’t own the rights to Rom. As a licensed product, Rom’s publishing rights belong to the toy company that designed him. Because of this, even if my pitch was the comic equivalent of The Bible: Part Two, the editors at Marvel wouldn’t even waste their time reading it to begin with because they couldn’t publish it if they wanted to.

Right there, a third of my entire library of pitches was rendered useless because I had failed to do the most basic research possible. And my third pitch didn’t do much better; it was a Watchmen-style deconstruction of superheroes, only with a 90’s sensibility instead of an 80’s sensibility. It was a fine enough story and pitch, but I sent it to Antarctic Press, which at the time was the home of giant robot comics and manga themed series like Ninja High School along with the occasional indie cartoon such as Alex Robinson's fantastic Box Office Poison (the source for the images accompanying this article; run, don't walk, to your nearest retailer and buy it now!). In other words, they couldn’t have given less of a crap about deconstructing superheroes, which was quite evident in the rejection note they sent me.

Lesson Four: Don’t give up

Okay, that sounds like the most clichéd treacle ever – and it is – but in this case what I specifically mean is, don’t give up when you don’t have to give up.

Looking back on my experience from ’97 and the lessons I’ve laid out here, it’s clear that what I thought was a failure at the time was actually a series of opportunities that I failed to recognize. When I got the positive feedback from the editor at Vertigo, it should have been a breakthrough. But because I didn’t have any other projects ready to follow up with – in part because I hadn’t done my homework about what kind of pitches were viable in that marketplace – I failed to capitalize on the networking opportunity that had presented itself. I became discouraged and ended up going in a different professional direction; I gave up on comics.

But now I realize I didn’t have to. In retrospect, getting my first submission published seems like kind of a pipe dream; but even if the next five pitches had all been rejected by Vertigo, a relationship could have been developed. Heck, even the negative feedback from Antarctic was a positive in a way; any press is good press when you’re trying to get your name out there and even if a company doesn’t like the story they may like the writing or the attitude and give your next pitch a closer look. Plus, negative feedback is still feedback and can be used to help hone your craft. If people don’t like something, there’s usually a reason, and getting a rejection letter can help you figure out what people didn’t like about your project.

So don’t give up when you don’t have to give up, because even things that appear to be setbacks at the time could end up being the step you need to climb up to the next level. If I had realized that at the time, it’s possible you’d be reading my comics right now instead of my blog.

Conclusion

What have we learned, then? To my mind, these are the very basics of breaking into the comic book world. Firstly, develop a large number of properties, preferably in a wide range of genres. Secondly, research the companies you are submitting to so you can choose the correct projects to pitch to them and tailor the pitches to fit their sensibilities. Thirdly, form relationships with people in the industry, even with the editors rejecting you, because the more people who know about your work the better the chance is that someone will like it. And lastly, don’t give up. It’s a pretty simple blueprint, really, but then, everything seems simple once you’ve already figured it out. Now it’s just a matter of executing the strategy, and over the next few weeks I’ll be doing just that -- with you, gentle reader, along for the trip.



Coming Up in Breaking the Fourth Wall: So, now that we’ve learned our lessons, some of you are probably wondering about my nearly-successful pitch to Vertigo. In short, it was an updating of Haunted Tank, but instead of the ghost of J. E. B. Stuart helping his good ol’ boy namesake make it through World War II, it took place a generation later in a more morally ambiguous war, with a new namesake sure to clash with the Confederate general: an African-American tank commander.

If that sounds familiar, it may be because Vertigo just published a Haunted Tank series earlier this year with the exact same premise. Later this week, then, we’ll take a closer look at my pitch and compare it to the actual published story, discussing concepts like simultaneous development and examining how different writers handling the same idea can come up with wildly different stories. See you then.


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Sunday, August 16, 2009

Seven Questions with BOB ALMOND!

Today we are lucky enough to sit down with near-legendary inker Bob Almond. Bob has been working in the industry for 17 years, inking such high profile projects as Black Panther, Warlock and the Infinity Watch and Star Trek. He's also worked tirelessly to ensure that inkers get the credit and recognition they deserve, through his long running website The Bob Almond Inkwell and through his creation of The Inkwell Awards, which annually recognize excellence in inking.

Despite his busy schedule, though, Bob still agreed to talk with us, even providing us with some fantastic artwork (we strongly recommend you click on the pictures and view them at their full size). So without further ado, here's Seven Questions with Bob Almond!

(note: you may only see six questions here. That's one of the dangers of interviewing a professional inker -- he answered one of the questions in invisible ink! I'm pretty sure if you mess with your browser settings long enough, though, you'll be able to see the seventh question. Go ahead and work on that and let us know how it turns out.)


1. Thanks for taking the time to sit down with us today, Bob (metaphorically, over the internet, that is). What can you tell us about your upcoming projects?

The only inking work I have coming out soon will be in Europe, regrettably. I've been assisting my oft-partner Sal Velluto inking the Phantom for Egmont Publishing. It's always a joy to return to familiar ground after twelve years of working with him, especially on such an iconic and globally-recognized character. Sadly, they don't credit me over there.

I also have my ongoing 'Inkblots' column in Sketch Magazine going on two years now. There's not a lot to pimp out right now but that can change in a heartbeat in this business.


2. Marvel is reprinting some of your work from Black Panther in the upcoming Marvel Bromance compilation. When you look back on your work at Marvel so far, what do you personally consider to be the highlight?

The Black Panther work is the highlight, the close second being my first gig inking Warlock and the Infinity Watch (due to the gorgeous Angel Medina pencils and the fact that I'm such a fan of Jim Starlin's work). I was more prepared for BP than Warlock as an artist and Sal & I had enough time together that we were in perfect sync on this job. And Priest allowed input from us and took many of my ideas and request and made them a reality in the subsequent scripts. Between that and acting as unofficial 'continuity cop' and assisting Sal with reference, etc. I felt like more of an active participant in the overall creative process than I usually am, and that's why Priest began crediting us as 'storytellers' instead of just 'pencils' and 'inks'. Together, we achieved being the longest-lasting creative team to work on a BP series and we even got to play with all of his three top rogues (Klaw, Killmonger, and Man-ape).


3. Inkers don't always get as much credit as other creators, either inside or outside the industry, the jokes in Chasing Amy being perhaps the most famous example. Could you give us an overview of just what the job of an inker entails?

The craft of inking was created in the comic book business to expedite production so that's why there's the mystery outside the industry since they have no reference point to relate to. Inking is redrawing the pencil image in ink in an effort to capture what the penciler intended but enhance it. Much like how penciling isn't just drawing but the penciler is also telling a story with sequential art, our job is to elaborate in areas of the drawing and storytelling like giving objects weight and dimension through line weight variations, establish or enhance the light sources, build up contrasts and boost textures for clarity and color, and sometimes even edit the art or fix things like anatomy and perspective. I think of it as akin to us being the bass player to the band's guitarist. They usually grab the spotlight and take the lead but the bassist supports them and helps the overall music to sound better.


4. As part of your efforts to give inkers and the inking art a higher profile, you created the Inkwell Awards. What can you tell us about the awards and the type of feedback you've been getting about them within the industry?

We're trying to draw attention to and spread more information on this misunderstood and often maligned skill, especially with the diminishing focus on inking in general of late. We want to focus on the quality freelance ink artists who perform exceptional work and deserve recognition for this work each year. I'm not against coloring over pencils minus the inks in general, and I understand budgetary matters, but I think it should be more the exception, not the rule, as I find that it rarely looks good but often dark, muddy and lacking something. Good inking is a craft that brings quality to the process. But I admit that I/we have an obvious bias;-)

The feedback has been overwhelmingly optimistic and enthusiastic. It's certainly been a learning process and we keep improving and strive to excel in all areas with each successive year. We've assisted some ink artists in need. And this month we announced that we've established The Dave Simons Inkwell Memorial Scholarship Fund, following the tragic passing of our fellow committee member and friend, to the Joe Kubert School of Cartoon and Graphic Art in order that a talented student in financial need may benefit annually.


5. Beyond your professional interest in comics, you're also a fan and collector and a regular at conventions. Based on your experiences on both sides of the fence, how would you describe the current state of the industry?

There's a lot of 'doom & gloomers' out there screaming about how the sky is falling, the industry is dying and the craft of inking is all but extinct. I'm not so cynical. We're never again going to achieve the record sales of the early '90s. However, as long as we can accept that, I can say that the industry seems relatively healthy considering the economy. Conventions are well-attended by an enthusiastic public and are plugged more than before, as with SDCC coverage on tv, online and in print. Big-budget movies and video games allow the publishers another venue to bring customers in to seek their products. Diversity of titles and genres is still exceptional. But we have to keep trying to bring in the younger readers. The biggest wildcard is the new technology in how the material is created and the medium that the fans can receive it. I cannot predict how comics and the industry will be faring in five let alone ten years but it most-likely will be different. Inking is presently expensive and difficult to do digitally with a wand tool on a tablet or computer screen but there are sure to be modifications. Although the loss in original art as a supplementary income would be a tragedy and another key reason traditional inkers don't go full hi-tech.


7. Lastly, what specific storytelling technique do you use that you could share with new creators to help hone their craft?

Not a storytelling technique (what, and share the secrets of my success?!) but I can share some advice. For starters, the three P's: to practice, persist and be patient (although natural talent comes in handy, too!). It's no guarantee but you have to have the passion (another P) to persevere and to not to do it for the BIG bucks because they_ aren't_there. Diversify your styles and have the equipment like a large scanner and printer, all to be competitive. Learn more than one craft if you can (pencil? digital color? etc.) so as to not be limited and pigeon-holed. And don't ever get too comfortable. Always be prepared for the worst by networking and not have all your eggs in one basket.



(Art Credits: Power Man vs. Doctor Doom, commissioned work re-visioned from the story in Hero For Hire #9, by MC Wyman and Bob Almond; re-created cover of Black Panther #27 by Sal Velluto and Bob Almond; Marvel's The Falcon and DC's Crimson Avenger and crime boss Morgan, commissioned work by Geof Isherwood and Bob Almond; unpublished Archer & Armstrong cover by Sal Velluto and Bob Almond)


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