Off the Top of My Head #1: A Dismal End

Off The Top of My Head

When I was in high school I had a creative writing class that forced creative work out of you every other day or so.  It might seem like a difficult thing to do, but when you have to do the work its surprising how much you can come up with.  Remembering that is making me rethink whether or not I could be an illustrator for a living…

Below is a short story I wrote for that class.  I can’t remember the “theme” of this assignment.  I was big into World War II history at the time and mostly wrote awful, cliche war stories, but somehow this one slipped through as something different.  It was one in my “death as an interesting character” series and it still has that “written-by-a-17-year-old” feel to it, but rereading it has me thinking I could potentially update it into a single-shot web-comic…

Til then I hope you enjoy the original!

A Dismal End

It was a bright well-lit diner.  Clean and well taken care of, it was owned by a short fat Italian who made the best canole in town.  Many of the workers from the block came there to eat: Construction workers, attorneys, postal workers, DMV workers, everyone knew where the best food was.

It had been a slow night.   There were only three people in the place.  Two were at a window booth and the third sat munching on his dinner and drinking stale coffee at the counter.  The door dinged open and another man stepped through.  Dressed all in black with tall shiny riding boots and a velvet cape, which he pulled down exposing his pale face and sunken eyes.  After scanning the room he walked to the counter and sat next to the other man.

The pale man nodded, “Hi there.”

“Evening.”  The coffee drinker had hardly noticed the man next to him.

“Are you uhh…” pale face fumbled about in his cape before pulling out a stack of old papers.  He began to leaf through them, “Ah! Are you Phil Johnson?”

“Yeah.  What?  Somethin’ wrong?”  Phil looked concerned.

The pale took a sip of his coffee, “I’m Death.”

Phil chuckled nervously, “Really?  Must be good pay in that line of work.”

“It’s OK, I finally got enough to afford my own place now.”

Phil was getting agitated, “What exactly do you want, Mr. Death?”

Death choked down another big gulp of coffee, “Oh.” He said in between coughs, “You’re gonna die.”

Phil’s eyes widened, “Really?”  This was the last thing he needed today.

“Yep, in about ten minutes.  Don’t be worried.”

“How?”

Death held up an inquisitive finger, “How should you not be worried or how are you gonna die?”

“How’m I gonna die?”

“I dunno.  It’s not my area.  I just come to get’m.”

“Yeah?”  Phil tried to keep calm.

“Hey, ya never know, I could be wrong.”  Death patted Phil on the shoulder.

There was a long pause.  Phil looked up from his coffee, “Does that ever happen?”

“Hmm?”  Said Death through his third cup of French roast.

“Does that ever happen?  I mean are you ever wrong?”

“Goodness no!  What kind of a Death would I be if I didn’t know when people died?”

“Yeah, heh, heh…”Phil looked down at his stale coffee and then to his half eaten burger and mashed potatoes, “I’m screwed.”  What kind of life had he led?  What had he done?  Phil poked at what remained of his food.

The pale death glanced up at the muted football game and then to an expensive Rolex watch “Not long now.”

Phil was awakened from his trance, “No, I guess not.  Hey, Mr. Death, am I going to heaven?”

Death looked at him with a puzzled expression then slapping his hand against the counter, burst into a loud series of,  “Bwahaha’s” before smacking Phil on the shoulder again, “ Heavens no!  I thought you were joking for a second.  Almost no one who eats here is gonna go to heaven, except Felini.”  Death nodded to the fat cook.  Felini nodded back and smiled.

Phil looked stunned by the casual way in which Death revealed his eternity.

The reaper sipped his coffee, “Nope, Phil, buddy, you’re going straight to hell.  Yep, it’s torture, pain and torment for you.  Press the button and down ya go into the eternal inferno.”  Death ended his spiel with yet another pat on the shoulder.

Phil scratched his head and looked at Death.  He began to pull Death’s cape like a five year old, tugging his mother’s dress for attention, “Is it really bad down there.”

Death was watching the muted game again.  Without so much as tossing a glance at Phil he shrugged noncommittally, “Of course it’s bad, it’s hell.”

Phil tugged harder, “Can I repent or something, I mean, can I get out of it?”

Death was still watching TV, “Nope.”

“Oh.”  Phil looked down, he knew he was screwed.

Another man came into the diner and sat down next to Phil on the opposite side from Death, “Hey Phil how ya doin’?  How’s the coffee?”

“It’s good.” Phil stared into his empty mug, “It’s good, Ryan.”

Ryan shrugged, “OK, hey Felini, a cup-a of-a coffee-a please-a.”

Felini laughed and poured Ryan a cup, “There’s-a you-a coffee.”

Ryan sipped it, “Hey who’s your friend?”

Phil still did not look up from his mug, “Oh, this is Death.  Death, Ryan, Ryan, Death.”

Death still watching TV nodded in Ryan’s direction, “Hey, how ya doin’?”

Ryan nodded back, “Nice to meet ya, heard a lot about ya…” He then glanced at Phil, “That’s Death, huh?”

Phil nodded, “Yep.”  He then turned toward Death.  “Hey…lemme ask you one thi-”  Phil’s face splatted heavily into his cold mashed potatoes.

“Well, that’s that.” Death stood abruptly from his stool.  “See you next Thursday, Felini!”

Felini gave him a smile and wave.

Death swung the door open and stepped through into the chill air, “See you next Thursday too…Ryan…”

Ryan nodded, “Uh yeah…see ya…”  He gave the door a hesitant look as it drifted slowly closed.

Life Lessons Learned from Video Games #3: The Dragon Warrior Skill Set

During my early NES days I considered platformers and action games to be my favorites.  I bought nearly all of my games used from a local hobby store and only ever got new games for Christmas or my birthday.  Contrary to popular belief, the price of games has always been high.  It’s only gone up with current generation games and then only $10 up from the glory days of NES and Sega Genesis.  Because there was no internet and I didn’t have any magazine subscriptions the only way I could find out about games was from other kids talking about them or renting them from the local video store, The Video Place, which is long defunct and had a limited quantity.  Because of this I never owned some of the most popular games of the time.  Despite my love of platforming games and action games I never owned Super Mario Brothers 2, Double Dragon, Ninja Gaiden, or Contra.  I did own Mario 1 and 3, Double Dragon 2, and Mega Man 2, but I also had some weird/bad stuff like Narc, the Predator game (based on the movie) and some from the now infamous LJN movie series, Nightmare on Elm Street and even worse…Jaws.  Since I didn’t know what was out, good, or popular, I went with what was familiar.  I liked Freddy so I bought the game.  Narc was cheap and available.  I loved (and still love) the Predator movie so I bought that one too (though it sadly didn’t work…talk about one disappointed kid…).  Not only did I go with what I knew, but I was also usually restricted by what the local comic book/used media store had in stock.  Often this meant buying obscure titles but sometimes I lucked out; like when I wanted a Game Boy for my birthday but they only had Game Gear which was both in color and awesome to the 12 year old me.  Another lucky find was Dragon Warrior.

I bought Dragon Warrior (or Dragon Quest to Japanese fans) because I thought it was a Legend of Zelda-style adventure game, or hoped it might even be a Double Dragon 2 style beat ‘em up.  I played the hell out of Double Dragon 2 and hoped for something similar in a fantasy environment.  Shockingly, when I put the game in I saw the most rudimentary graphics I’d ever seen on the NES.  My character was a barely animated sprite.  Most of the game was text.  And then there was the game play…  Why am I talking to guards?  Who are these people?  Is that mass of blocks with the brown square a shop?  Is that smiling blue thing really a bad guy?  Is the ghost making a face at me?  Why don’t they move?  What am I doing?  Why doesn’t this damn bamboo pole do anything?!  Why is it in the game if it doesn’t do ANYTHING?!  These were my first thoughts on Dragon Warrior.  And I hated it.  Or at least I said I did.  But for some reason I kept playing it.  And kept playing it.  I had no idea what I was doing so I wandered randomly, kept fighting creatures, leveling up, and collecting money.  I died.  A LOT.  I wiped every couple of hours and was magically transported back to Tantegel Castle where I was robbed of my gold and forced to walk back to where I died where, if I was still too low in level, I would wipe again rinse and repeat.

Dragon Warrior Castle
When I first played this game ye olde timey dialogue was easily mockable. It eventually grew on me to become some of my favorite video game text. Which is good…since most of the game is text…
Guards in the Castle
“Who are you people?! Why do you keep repeating the same unhelpful advice ad infinitum?!” That accurately expresses my initial feelings on NPCs in Dragon Warrior.

Because I didn’t play any of the table-top RPGs I had no concept of RPG conventions.  Character traits, character status effects, enemy levels, listening to NPCs, attack-misses, and running away…it was all a mystery.  So I wandered aimlessly for hours and hours.  I had no idea I was actually power-leveling and grinding.  Every now and then I’d come across a new town, village, or environment texture and was thrilled to see something new.  As I progressed further into the game I started to figure out the methodology.  I listened to all those guys who said the same thing over and over (and over and over) again.  I started following their advice, and found Erdrick’s Sword and armor and figured out how to defeat the Golem.  It was immensely rewarding to easily best the Green Dragon and save Princess Gwaelin and get my status updates by using her “love.”  There was nothing more satisfying to a young gamer than to eventually grind your way (on purpose!) to the Dragonlord’s Castle.

The fight with the Dragonlord was harrowing.  I remember my heart pounding in my chest as the music came up and he changed from a warlock into the massive dragon.  Beating Dragon Warrior was by far the most memorable video game victory of my youth.  In most games of this era, once you figure them out you can beat them quickly and easily again and again.  This was the first game I ever played that required as much toil to beat again as it did to beat it the first time.

It is still the best RPG I’ve ever played.  Its simplicity and design taught me patience in gaming, strategy in tactics, how to listen to characters, to pay attention to the surroundings, to remember details, and even how to “trick” the game to make things easier.

Shop
Yeah that’s a shop-pe. More specifically a weapons shop-pe. You can tell from the little sign. Simple and clear!

Modern RPGs have abandoned many of Dragon Warrior’s “slower” tendencies.  Most of them now play more like action games to compete with flashier titles and more instantly gratifying games.  Everything happens quickly, fighting is rarely turn-based, and few necessary story elements require serious problem-solving.  To me (and yes I’ll show my age here) there is something far more entertaining and rewarding about going through a game line-by-line to dissect the correct course of action.

As was stated in my “Value of Life” post, success and failure meant something in this era.  Often it meant starting over from the beginning (or in this case the beginning place which was punishment enough based on how slowly you moved…)  This required you to get good at the game.  It rewarded you for your progress with little short cuts, power ups, and story elements.  Even in the many Dragon Warrior remakes they’ve removed many of these elements to make it a “faster” more “friendly” game.  Give me standard NES Dragon Warrior any day.  There’s a reason I still have my original poster (with map on back!) framed on my wall.

It’s still my favorite game of all time and perhaps the one that taught me some of the best traits to add to a gaming/personality skill set; patience, attentiveness, strategy, problem-solving, plus text swordsmanship/”HURTMORE” spell mastery.  If you get the chance, break out the cart and play it.  Even today it might teach you a little something.

Dragon Warrior Poster
My original Dragon Warrior poster. I thought it was lost forever and found it folded in a book. It’s hanging in a place of honor next to my High School Diploma and College Degree In many ways it represents my entertainment media education!

Just don’t join the Dragonlord…seriously…don’t do it…

Dragonlord
“Join me for instant game over…”

An Illustrator’s Foray into Adobe Illustrator – Week 6

This will be the last one of these as the rest of my Illustrator education will now be appearing in RevPub’s creative projects.  These two tutorials I did in April and related to tracing and coloring in Illustrator.  These are nice lessons, especially good at teaching how to work from images created outside of Illustrator, first using the pen tool, and second using the blob brush and a pen tablet.

Since I didn’t feel like staring at pictures of myself while I learned this and I didn’t want to license any photos I used a couple of pictures of the far more photogenic half of RevPub to try these out.  She makes for a nice cartoon!

This is the first one.  This was appealing as it had a more stylized look, used only Illustrator tools, and provided a simple (but eye catching and dramatic) style:

http://ndesign-studio.com/tutorials/tracing-photo

Raven
The highly contrasted tutorial made this picture look even more eye-catching.

This was the first time I tried this technique and it was effective and has helped immensely with my own work.  Starting with a complicated photograph you definitely don’t want to do any artistic injustice to raised the bar for the work, but it’s made the simple illustrations I do far easier in retrospect.  Honestly I haven’t used this specific technique frequently but it was very effective at teaching the tools needed to create more advanced artwork, especially from photographs or scanned drawings.

The second one was more natural for me as it used the pen tablet.  The pen tablet is still a tricky device for me.  I need to see the marks coming out of the pen to be effective but I’m slowly learning to use it.

http://vectips.com/tutorials/create-a-grisly-zombie-illustration-with-a-pen-tablet/

This tutorial was actually to teach you how to zombify a person, but I thought I’d use the skills taught in the tutorial just to do the basics first (zombies to come later of course…)  This one came better than I expected and taught how to color using the Live Paint Bucket (a tool I didn’t know about that BLEW MY MIND).

Here’s my second tutorial result:

Raven Trace
She was posing in a Halloween costume but I love the expressiveness of this picture and it’s a great smile. It was perfect for tracing and coloring.

These two tutorials, mixed with the others I’ve posted, have really taken me from “What the-?” in Illustrator to creation of my own artwork using multiple layers and tools.  I’m by no means a master in the software, or even professionally proficient, but my knowledge of the software has vastly improved in just a few weeks using the infinite power of the World Wide Webs (or “Internets” if you prefer).  I should write Google a thank you card.

I hope everyone has found these tutorials useful too.  My next Illustrator posts will be things to look forward to in RevPub’s first official “pub” Lil’ Horsemen, which, barring some unforeseen hold-up, is coming Summer-Fall 2012!

Things to come! – A Tiny Preview of “Lil’ Horsemen”

Big things are in the works at Revenant Publications.  Or medium-sized to big things at least.  Anyone who saw the Lil Grimmy Reaper & Skirmish post from May 22nd will know the direction we’re headed, and anyone who’s been keeping up with the “Illustrator’s Foray” posts know I’ve been learning the software in a Google+YouTube taught accelerated fashion.  I’ve got a couple more tutorials I’ve found (showing various trace and coloring tools) coming up that have helped me immensely, but until then I thought a taste of things to come would be a nice teaser.

I’ve been writing and planning no fewer than three comic series of various sizes, scopes, and complexity since middle school (yeah…s’been a while…) and I’m just now, with the motivation provided by the fairer-half of RevPub, on the cusp of publishing the first one, which will premiere on revenantpublications.com hopefully toward the end of summer or beginning of fall.  It’s the first time since I’ve started working on them that I really feel like this will happen and it’s the most exciting creative rush I think I’ve ever had.  It’s one thing to have ideas…it’s completely different to actually see your plans, writing, and concepts start to come together.  Starting with the project of the least complexity, but potentially the most charm, we’re preparing to publish the graphic novelization of a concept that started with a little story written for sophomore English class in 1996 and came to maturity as a short story I wrote in creative writing class as a high school senior in 1998.   This will eventually (hopefully) spread into a simple-paneled comic series published to RevPub with some regularity.

I give you the Lil’ Horsemen logo, as designed in Illustrator using all the tools I’ve learned and figured out on my own over the past two months:

Lil Horsemen
All the Lil Horsemen are represented in the logo! Including them all was harder than it might seem…

As was mentioned in the May 22nd post. I think of it as”Muppet Babies in Hell” and follows the adventures of the Little Four Horsemen of the Apocalypse, the youngest children of the real Four Horsemen.  It’s a fun, grim series and will hopefully be a taste of more great things to come from Revenant Publications!

Stay tuned!

Stay Tuned

Life Lessons Learned from Video Games #2: The Value of Life in Snake Eater

The first post in this series was a fun one, so this one will be an actual lesson I learned from game-master Hideo Kojima.  Also telling this story to the other half of the RevPub team provided inspiration for the Life Lessons series.

Most of us play games without giving thought to life or death.  Even when we die in games it’s never terribly critical.  I’ll show my age when I say this but…there was a time when dying in a game could bring up a dreaded GAME OVER screen that actually meant something.  It usually meant starting over from the beginning.  Of course this was after expending a number of lives, so even then your own character’s death meant little, let alone the countless enemies that were stomped, shot, burned, or blown up during your gaming rampage.

This has changed in the last few years with games like Demon’s Souls and its sequel, Dark Souls, where death is more than just a minor inconvenience and can change the alignment of the world and the style of gameplay.  But even in these games slaughtering countless monsters and faceless knights was a positive and absolutely necessary as it provided you with currency.

And that’s the classic relationship of games.  They reward you for offing enemies; the tougher the enemy, the greater the reward, and this trend is true across genres; mindless shooters, over-rated RPGs, basic platformers, and even the earliest arcades.  I won’t go into a preachy lecture about what this teaches gamers.  Games are entertainment, they aren’t meant to teach players how to behave and anyone who thinks stomping on someone’s head is a viable method of problem-solving needs help anyway (though I could be persuaded it is likely the best technique when dealing with giant belligerent mushrooms…)  This doesn’t mean games can’t occasionally teach you something about the value of life and one such game for me was Metal Gear Solid 3: Snake Eater.

The Sorrow
Get ready…if you played through the first time like I did…this is going to be a long walk….

Hideo Kojima turned the gaming world on its head with Metal Gear, a game series that rewards players for not killing, not being seen, and not interacting with enemies except when deemed necessary by the narrative.  MGS3 brought this to an entirely new level, however.  I played MGS3 the first time through like most of players.  I tried to sneak, got busted a lot and had to shoot my way out of danger until the alarms ceased, usually after I killed nearly every guard in the hemisphere and dove under a convenient truck.  Even when not getting caught sneaking around, I would camo myself up and use my trusty knife to off hapless guards unfortunate enough ventured by my position.  I went through that game like John Rambo on a Red Bull binge until…The Sorrow.  After a thrilling chase through the sewers and a Fugitive-style dive into a stream you enter a near-death, dream-like state where you walk down a  river.  Walking for what seemed like eternity I kept passing shadowy figures of faceless guards all screaming and showing wounds.  It took so long to walk though the river I thought I’d hit a glitch.  Until I saw The Pain, an unmistakable early boss, crawl by.  Then dozens more soldiers…and The Fear.  It finally dawned on me: the countless soldiers I walked through…were all the people I’d killed in the game…  I walked through the river for no less than 15 minutes.  It’s a long time just to press forward on the analog stick and an even longer one when hundreds of men I’d killed screamed in agony around me.  By the time I got to The Sorrow, the boss of the stage, I  barely wanted to play any more.  Before the battle commenced I reset the game…and started over.  The second play through I killed no one, was never spotted, and (yes it lowered my ranking) used only the tranq gun and CQC.  Never had a game so brutally shown the consequences of my actions and blatantly shoved my easy-way-out choice of gameplay right in my face.  Only Kojima could think of something like that.

Hideo Kojima
Hideo Kojima, the dude that made me question my morals…

Since then games like Heavy Rain have offered similar experiences to face the consequences of your actions but MGS3 still stands out, not by punishing you through points, fewer power-ups, altered story-telling, or reduced game play time, but by making you literally face your victims.  In the end it is just a video game but it gives me some hope in humanity…because if a machine, a video game, can learn the value of human life … maybe we can too ; )

Electronic media: saving humanity from itself since 1991…

Life Lessons Learned from Video Games 1: Found Food is Good For You!

Like most of the American generation born between 1975-1985, I grew up in the golden age of video games.  Starting with an Atari 400, moving to an Atari 800XL, an NES, and finally settling with Sega consoles throughout much of the 90s, I became a “gamer” at an early age and remain one to this day.  Recently elitists and exclusionists have hijacked that term, but to me a “gamer” is still just someone who enjoys playing games.  Any games from the board variety, to the cellphone kind, to the newest console release.  Whether they play once a month or 24/7, whether they’re hardcore MMORPGrs with hundreds of hours logged or they just play the Sims on their PC, it’s the pure enjoyment of playing a game that makes one a gamer.  Not how high they’re ranked, how many accessories you own, or how many noobs you’ve pwned.  At it’s heart, gaming is just entertainment; it’s not life or death.  So to all my generation who live and breathe by their gear, their rankings, or their e-reputations … seriously … it’s just a game. Kick back and have some fun.

During my long gaming history I have learned a lot of lessons, lessons that apply to both the real world and the virtual world.  Real world lessons aren’t always apparent, and the games that teach them can sometimes be surprising.  Virtual lessons are more about the peculiarities of the gaming world, ways you learn to interact with a world of invisible walls and filled with store clerks who never leave their desks and repeat the same two lines over and over for all eternity.

Since this is the first post of this type, I thought I’d keep it light and start with a virtual world lesson:

If You Are Ever Injured, Seek Out Turkeys, Apples, Pizzas, Pork Chops, and Sodas Hidden in your Environment … and EAT Them Instantly!

I know what everyone’s thinking … eating found food doesn’t sound like a good idea but, trust me, I spent a lot of time playing Castlevania, Teenage Mutant Ninja Turtles, Streets of Rage 2 & 3, and Final Fight.  Found food will help you immeasurably.  A turkey found in a garbage can you’ve just smashed into a fading, dented version of  itself after breaking heads all over Metro City or a roast uncovered after you’ve whipped some brick walls of a Transylvania castle into rubble will save your life!  This is one of those lessons I’ve always questioned as I’ve played games, but it shows up again and again.  I can’t imagine grabbing food out of the trash or a crumbling castle being good for one’s constitution, but don’t take my word for it; ask Simon, Donatello, or Axel…it’ll bring you back from near death.

Castlevania Meat
There’s the delicious, life-saving food item…found by smashing open the walls of a musty evil castle…
TMNT Food
Ever been near-death beating up weird spider-things and guys with chainsaws in a warehouse? Look around and see if there’s a pizza floating in the air on a blue square! A WHOLE pizza too. Those are the best ones….
Streets of Rage 2 Apple
Taken some hits pummeling street trash through blue back alleys and baseball fields? Luckily there’s an apple hidden in a roadside sign. That’ll give you the boost you need!  Eat the apple, Axel…EAT IT!
Streets of Rage 2 Turkey
And if you’re in REAL trouble knock over the random trashcan and you may discover a fully-cooked turkey dinner complete with platter!

Now, obviously, game programmers and designers probably got a little sick of using medical kits and vague red crosses as health power ups.  It still seems strange that food as a medical restorative was and still is so popular.  In the amazing fantasy world of video games it’s one of those things we just take for granted.  But who says it can’t be applied to real life?  I say we all give  it a try.

So lesson learned.  Next time you feel life slipping away and the world (or a gang of thugs) is beating you down, break open a nearby sign, rock, garbage can, or potted plant and eat the tasty contents revealed.  Instantly.  And watch the profound impact on your health!