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Most stories try to get the audience to relate to the protagonist. A likable main character is an easy sell, it’s hard to get people to look into the uncomfortably warped reality of villains. Stories about villains do exist, but they are rare. In this 200-page graphic anthology, VERTOSCOPEadds more entries to that niche. I was recently given the privilege of interviewing the project head, Nechama Frier, to talk about VERTOSCOPE and her own experiences in the crazy world of comics.
Page from “Witchweed” by Ama.
What advice do you have for writers seeking artists?
Save up enough money to pay one artist a fair rate, for a short story about 20-30 pages. Once that’s complete, that will be your physical evidence of your work, so you can use it to show people what your writing style is. And it doesn’t hurt to do stick figures while you are looking for an artist, there’s a lot of comics out there that get by on their writing despite stick figure art.
Page from “Taming You” by Grace Park.
How did you get into creating comics for a living?
I wouldn’t say at this moment I can call myself someone who creates comics for a living, I can say I create art for a living. My main income comes from illustrations and stand-alone products, such as cute earrings or scarfs, and projects such as this are stuff I save up for in order to make what I’m really passionate about happen.
Page from “Bear My Teeth” by FATE.
Why the title VERTOSCOPE?
Ten and I, my co-editor, wanted to try our best to make up a word that was sightly strange and isoteric, that kinda en-capsuled what we were trying to go for. To give a lens to view the world from a warped view, to get the point across that this is something not quite right.
Page from “Coping Mechanism” by Jenn Doyle and Ursula Wood.
What inspired the creation of this anthology? Why Villains?
Because Ten and I just love villains. We also spend a lot of time on social media, and we see a lot of discourse between fans of works, who seem confused about the boundaries of fiction. A good example is Game of Thrones, where so much of what’s happening is horrible, and many people say “What this character did is horrible, and you cannot watch this show anymore.” Me and Ten are here to say that, no you can enjoy these things, reality and fiction can be kept separate.
Page from “The House of the Immaculate” by Sey Vee.
Obviously, with a concept of exploring the psyche of less than noble individuals, shock typically becomes a component of that. What place does shock value have in this project, if any?
It definitely has it’s place, but I was interested to find out that because of the particular stories me and Ten are interested in, and the writers we hired, shock and gore doesn’t play a large role in the stories. It’s still there, but it’s there to emphasize moments where our characters step over those moral boundaries. One of our stories is just about children playing soccer, nothing of real shock occurs, but one character takes it a little further than his peers, so shock is relevant to the specific situation at hand. The shock value always makes sense to the context of the individual story, but none of our authors used it as a cheap gimmick to horrify and disgust viewers, because that’s really not the point.
Page from “Striker” by Stowell/Stober/Shazzbaa.
Who is your favorite villain in fiction, and why?
This question is so tough, because we have so many. Someone once asked me which villain in comics I’d like to write for, and my answer was Lobo for DC Comics. I would go with the Greek God Apollo, who is not normally seen as a villain, but unquestionably is based on his actions. My view of him as a child was this nice sweet god of the sun, none of which is true. He is not nice, he’s not the god of the sun. A great example of his villainous nature is when he wins a rigged music contest against the Satyr Marcyas. He chooses as his prize to skin Marcyas and let his blood flow into the river, he did name the river after Marcyas though, so good job. I find him particularly fascinating, because his God-like status allows him to get away with stuff like this, no one ever calls him out on it.
Page from “The Devil’s Pupil” by Ashley McCammon.
I noticed on the project description that you mention creators being pressured to create likable protagonists, is this from personal experience by you or any member for your group?
I think that was a reference to both the industry and to what I mentioned earlier with this discourse of social media. There’s been a long issue in the industry between underground comics and mainstream comics, about having complete creative freedom and having self-published stories, without fear of censorship. It’s not that we are creating something new, just that we are creating our own versions of everything. People get stuck on the word new, I can enjoy the same basic structure multiple times, because every author has their own unique take on it.
Page from “The Wonderful World of Wasps” by H. Preece and A. Lee
What do you feel are the benefits to an anthology format over others?
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I think that the format is ideal for any artist that is starting out, or has lower visibility. Not only are short stories less of a time commitment, but also a combination of veteran creators along with new talent is beneficial to everyone. A publisher can be more willing to take a risk on someone who is relatively unknown. The same benefit applies to consumers, they can pick up an anthology by a veteran author they know, and find a bunch of new talent along with that.
Page from “Tincture” by One of Two.
If the project is successful, will this be something you revisit, such as with a new anthology or stand-alone series based on the stories?
I would really love to, I know a number of creators already have further plans for their short stories. I’ve taken a portion of what could be a longer story for my submission, and if we have a Vol 2. I would love to include new stories, both completely new, and some having the same artist revisit their stories from Vol 1. I would also love to include a section for prose in a future installment.
Page from “The Devil’s Dentist” by Mady G.
How did you get together your team of writers and artists for this project?
It was completely open submission. We put a call out on Twitter and Tumblr, asking for people to turn in their portfolios, a summary of what their stories would be about, and an estimated page count. We got about 150 submissions, and me and Ten went through each to decide what fit best, and offered contracts to those who made it. Those who didn’t make it were still offered a personal response about why the submission wasn’t accepted. Because Ten and I have both been through that process of getting rejections, we felt it was more constructive to offer people with feedback. There’s never a personal reason why people are rejected but mainly budget reasons. We’d love to accept twice as many creators in the future if possible.
Page from “The Bear and the Jester” by ENOCH.
This is the first kickstarter you have put together, but it’s not the first group-funding project you’ve done, can you explain your past experiences?
Just last year I put together a 12 month calendar featuring 12 different artists, and it was funded through pre-orders, to make sure I had the funding to print it and to pay the illustrators. I’ve been a pro illustrator for 10 years already, and I have always delivered, whether it’s an order from my shop, or a commission. I think the reason we have been doing so well, is because we have built that level of trust with the consumer to produce a quality product and on time.
Page from “Tails” by Emilee McGlory.
A large component of your stretch goals is bonuses for members of your project, what made you choose to advertise that?
Because I think that the largest part of running a kickstarter is making sure our artists get the reward they deserve. Ten and I made sure we could pay our artists no matter what. The bonuses are built into the kickstarter, but we made sure we could at least pay the artists $50 a page. Artists don’t get paid enough in the first place, and we want to make sure the book is printed, and the artists get paid enough for their work.
In terms of the commissions that are available for backers of $125 or more, what can potential backers expect from commission requests? Does the $1,000 Comics Royalty tier also include a commission from the $125 tier in addition to a 5 page commission from yourself?
Yes, in essence it does, the $1000 tier includes a water color cover for the 5-page commission. What I have done, is to have any commission backers connected via email to the person they request the commission from. After I connect them, I check in via email, and make sure everything went well for both the commissioner and the artist.
Can you tell me a little about your contribution, “C-259”?
It is a sci-fi story, basically set where humanity has lost Earth. It is set in colony 259, one of the last known bubbles of humanity in the universe. Things are going fairly well for them, they are surviving, but then aliens show up, and basically everything gets fucked. The actual story takes place in that colony, and focuses on the choices the main character, Filip Sawicki, chooses to make, given the situation.
VERTOSCOPE has so far made about half of it’s kickstarter goal. There is also a $2,000 dollar Associate Publisher and $5,000 publisher tier, with the latter granting the backer 50 softcover copies of the anthology, a publisher credit, a special bookplate signed by all the creators 15 page comic commission (drawn and colored by Nechama), along with a digitally designed and colored cover.
After talking with Nechama about my personal experiences as a writer hoping to get into comics without currently having an artist, she provided a helpful post by VERTOSCOPE contributor Ursula Wood, to assist others in a similar situation with advice.
Nechama Frier was also kind enough to give a full preview of one of the stories included in the anthology, “Breakfast in Bed”
Credit for “Breakfast in Bed” images goes to http://swinsea.tumblr.com/post/132566833355/its-camodadcomics-birthday-to-celebrate-you
Jay Bartlett grew up like a lot of kids who lived in the late 80s and into the 90s. During that time, Nintendo became a household name in a matter of weeks, decimating sales across the country and establishing flagship characters as popular, or more so by now, than Disney’s cartoons. Ask most people of this age what their favorite Christmas memory or gaming memory is and they’ll probably mention playing the NES with someone.
Jay Bartlett
After years of being a super fan, Jay is one day challenged by a dear friend, Rob McCallum, who is also the producer of the project, to the ultimate challenge. The goal is to collect all 678 retail released NES games in thirty days, a seemingly impossible task. With the wide spread use of the internet, it would be easy to throw money at Ebay and sites like 99Gamers, but no, Jay has to collect all of these games in person.
What’s more ridiculous is Jay has never seen physical copies of some of the games he has to find. There are twenty ultra-rare games set aside that pose the ultimate challenge, featuring the top one, Stadium Events, a game that can fetch thousands at auction in almost any condition.
Will Jay be able to make this long-time dream a reality? Well, the folks behind the documentary helped him travel the US and Canada, capturing every purchase and dive. What entails becomes not just a journey about collecting old video games, but also a personal journey of growth for Jay.
Thus begins the Nintendo Quest!
The film encapsulates what it means to be a Nintendo fan. Throughout their quest, Jay and his pals come across tons of people who make collecting a community. From shop owners, to YouTubers, to world record holders, to gaming box artists, there’s such a large pool of passionate people represented. In one scene, Jay gets to go on a game hunt with record holder Todd Rogers. It’s apparent that finding games is less important than hearing the stories behind them. While Todd picks out games he has records on, he shares his stories with the team.
Jay holding two of the rarest titles in the NES library.
While Jay does find tons of games with notable game stores, the true joy is getting the chance to meet other die-hard collectors. These are the titans of the Retro Gaming Community, the legends who have it all and more. Each game has its own story and each collector has theirs. These moments show the time and care collectors put into these often forgotten games, relics of changing times. Organization and presentation are key as shelves are kept tidy, while priceless games like Little Samson or Panic Restaurant are behind glass, often in rated boxes. These super rare titles, while seen few and far between, usually have interesting history and owning a piece of that is amazing.
It’s also important to note the graphics being used throughout the film. There’s a handy counter in the bottom left, keeping track of how many games Jay has acquired. Plus each transition pays homage to the NES, including some famous quotes that set the mood for each segment. The presentation is top notch and as much care went into the editing as it has in the journey.
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While Nintendo Quest has a focus on the challenge, the true heart of it lies in Jay: his story and his experience with the quest and gaming with the NES. Before the start of the quest, Rob takes Jay to their old tree house, where their love for the NES inspired a club. As they sit in that confined space, the memories flooding in looks powerful. Things get even more emotional half way through, as Jay mentions the relationship he had with his father, which was rocky to say the least.
Jay as he shares the story of his father.
Taking this journey changed Jay and the people he and the team met along the way. It’s humbling to see him struggle to find all the games, all while battling having a job, tough deals and high prices.
These games are more than entertainment, making the need to preserve and share these experiences a necessity. Just like how college students tote around heavy tomes of Shakespeare, those same students should also be carrying the games of Miyamoto and Kojima. Gaming is a medium worth caring about.
Personally, I’ve been collecting ever since I was a kid. My obsession started early, with my earliest memories involving playing Wizards and Warriors with my mom and Super Mario Bros 3 with my cousin. Sharing secrets with friends and swapping games filled my summers with joy. Even to this day, I schedule game chases with my wife and friends, hitting up yard sales and Goodwills. I’ve met so many awesome people through the years, many of which have become life long friends, all because of our love for games. It has helped develop my mind and pushed me to pursue a career in the industry.
Nintendo Quest is an awesome presentation of what makes gaming special. Jay and his friends had a journey that can’t be explained in words. To them it was more than collecting every NES game—although I’m sure that was fun too—it was about getting together with people who share a common interest and being a part of that community.
I can’t recommend Nintendo Quest enough. Congratulations to Jay, Rob, the production team and all the folks involved. This is a film that will be quintessential for gamers everywhere.
Nintendo Quest can be found on Vimeo, other major digital platforms and DVD.
Just three years after the success of Snow White and the Seven Dwarfs, Disney followed it up with an adaptation of Pinocchio, by Italian author, Carlo Collodi. Unfortunately, upon its initial release, Pinocchio was considered a box office bomb. Time proved to be kind to the film; however, future reissues in 1945 turned the bomb into a profitable venture for Disney, and critically it has been hailed as one of the finest works of animation ever produced. Similar claims are made about Snow White and the Seven Dwarfs, but as I explained in my previous review, save for its technical achievements and unique usages of animation, Snow White was about as enjoyable watching a snail race a rock. Pinocchiois a far different movie from Snow White in many ways, and serves as a follow up to many of the animation techniques used in Disney’s debut animated film. So let’s crack open this egg the world insists is golden.
Being a Disney film, Pinocchio is not lacking in its fair quantity of musical numbers, and thankfully they are much better here than in Snow White. “When You Wish Upon a Star” is a classic and is the closest Disney has to a theme song, as it perfectly encapsulates the company’s image of being the creators of childhood dreams. “Give a Little Whistle” and “Hi-Diddle-Dee-Dee” are ear worms after the first listen, and “I’ve Got No Strings” is no less catchy. However, more than just being nice show tunes, the music of Pinocchio also directly interacts with the plot of film. “I’ve Got No Strings” is an actual performance Pinocchio gives with Stromboli’s troupe, and contrasts the puppets Stromboli manipulates with Pinocchio’s opportunity to choose a different life from them.
Pinocchio seems somewhat terrified looking at the lifelessness of other puppets.
“When You Wish Upon a Star” gives us a view into the almost child-like naivety of Geppetto’s hopes for a son to magically appear in his life and provides book ends to the film. Honest John’s number, “Hi-Diddle-Dee-Dee,” despite being among the simpler songs, is interesting for how much it tells us about Honest John’s intentions. At first glance, it’s just a little ditty John sings on the way to whatever he talked Pinocchio into doing, but he makes important changes to it as the film continues. After several repetitions of the same prose, John cuts out words all together and only scats the melody, reflecting how empty Honest John’s silver tongue is. As John escorts Pinocchio to the Pleasure Island coach, his lyrics change all together. While maintaining the same song structure and melody, he paints the song as a mere tool to trick gullible kids.
In my previous review, I commented on how great the animation of Snow White is; however, Pinocchio makes it hard to believe there was only a three-year gap between the two. Most of the animation in Snow White focuses on the actual characters, with mostly static backgrounds, and only a few instances of the characters really interacting with the world. The environments are detailed, but that’s all, and the story is told on an entirely different plane. The world of Pinocchio is almost a character in itself, and changes as the movie progresses. Smoke from cigars bend along with the characters’ movement. Most scenes are drawn with realistic lighting, with a clear source of light.
Shading is treated as if there were a real light in the room, so Lampwick casts a shadow over Pinocchio as he stands in front of the light source of the room.
The last act in particular showcases water effects that look live-action. As Pinocchio splashes into the ocean, a current forms around his body. As Jiminy and Pinocchio explore the ocean floor and ask the fish for the location of Monstro, air bubbles form from their movements and plop out of their mouths.
Not only are the underwater scenes vibrant, but the distorted lines of sunlight can be seen flowing on the ocean floor, as if actual waves are above Pinocchio.
Monstro himself is a site to behold. Throughout the final act of the film, the audience is reminded of how massive and deadly the creature who swallowed Geppetto and his ship whole is. Once Monstro finally appears, he’s less of a monster and more of a force of nature. His entire being bends the world to his whim and his impact shows the audience just how minuscule everything else is compared to him.
Monstro rips apart a gigantic wave that Geppetto and Pinocchio struggled to climb. the water bends to meet Monstro’s will, and our two heroes are further diminished by their size next to Monstro.
One of the greatest strengths of the animation in Pinocchio is how it gives each character its own visual personality. This is not just in terms of how the actual characters look, but it’s how they move and interact with both each other, and their world. Pinocchio’s movements tend to have a very double jointed nature to them; he can twist and turn in ways others can’t because he is a puppet. He turns his body around under his head a full 360 degrees and bends his limbs in grotesque angles.
Pinocchio bends in ways that would snap the bones of normal people.
While Geppetto is the opposite, and throughout the movie, we can see his struggles with an aging body. He struggles to bend and pick up the book Pinocchio is supposed to take to school, his hands shaking as if they are strained to do such a simple task. It creates a sense of vulnerability from Geppetto. In turn, his struggling helps the audience feel sympathetic towards him, and makes his attempts to save Pinocchio that much more heroic. Honest John moves fast and slyly, which mirrors his fast-witted, improvisational method of conning others into serving his goals. This contrasts perfectly with Gideon, his dumb and slow moving partner. Just by seeing the two carry themselves, it’s readily apparent both of their personalities and relationship with each other. The Blue Fairy is the uncanny valley problem that Snow White had in her movie, but with a glowing aura around her that makes her seem even more out of place. However, unlike in Snow White and the Seven Dwarfs, The Blue Fairy seeming out of place makes sense. She’s meant to be this great powerful being who can give life to wooden puppets, and her oddly realistic art design and motions make her presence take over the scene.
The Blue Fairy was animated through rotoscoping (tracing over live-action footage) which is why she looks so different from the rest of the cast.
The Blue Fairy is a foil of sorts to Monstro: both act as forces of nature, and as such take center stage in their respective scenes. While Monstro acts with forceful, angry acts of destruction, The Blue Fairy creates her presence through subtle and gentle motions.
Pinocchio lacks the more metaphorical uses of animation that Snow White has; it’s all fairly straightforward. While it is very impressive, the movie dabbles in a little too much, “animation for animation’s sake.” There are sequences that are in the movie strictly to show off the fruits of the animators’ efforts, rather than advance the plot. Close to the beginning of the movie, the various clocks in Geppetto’s shop begin to ring to inform him it’s time for sleep. Then, the movie basically pauses to show us each and every clock’s unique alarm. Yes, they look well animated, but this takes several minutes to show us what could’ve just been a few seconds. This in turn takes up time that could be spent on more interesting set pieces. Compare a scene like that to a scene such as the children playing in Pleasure Island, where the scene is both visually more appealing and actually informs the plot. Through the acts the children commit on Pleasure Island, we see the destructive nature that lies behind kids when left to their own devices.
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The kids on Pleasure Island run amok, and we see first hand their destructive capability.
We can see this come to a head when Lampwick throws a brick through a stained glass window. It can be inferred from the prominent usage of praying in many early Disney films that the company held religion in high regard, so to have a child deface church property would be regarded as a high act of debauchery. However, the movie uses up much of its run time with sequences that don’t inform nearly as much, and as such many of the plot elements of the movie cannot be expanded upon.
I cannot complain about Pinocchio being a boring movie, if only for how ridiculous it gets. It does progress at a quick pace, making sure not to drag on like Snow White does. The movie essentially revolves around Pinocchio’s journey to morality and learning to resist temptation. To that end, it focuses on two major arcs about things that lead us astray from the straight and narrow path: fame and pleasure. In each act, Pinocchio attempts to walk to school are halted by Honest John and Gideon, essentially the embodiments of the temptation that exists for him to misbehave. Each tale inevitably ends with Pinocchio learning why that path doesn’t pay in the end and narrowly escaping its consequences. The film does a fairly decent job of showing why someone would want to take these routes in life, however, the film ends up falling flat in each.
Pinocchio is about the titular wooden boy developing a conscience and experiencing his own rite of passage, but Pinocchio never makes his own decisions about how he wants to run his life. Yes, Pinocchio goes back on the path of education and morality, but it’s only ever because the other paths he took had run their course and basically forced him to return to the good path. Pinocchio was fully willing to become an actor in Stromboli’s marionette troupe, he enjoyed the fame it brought him, but then he wanted out once Stromboli’s true intentions were revealed. At that point, Pinocchio was faced with a decision of returning to the straight and narrow, or live to be used by Stromboli until his usefulness was up, then killed.
Seems like a good reason to stop.
When Pinocchio meets up with Honest John again after escaping from Stromboli, Pinocchio tells him he doesn’t want to be an actor anymore, because “Stromboli was horrible.” This implies that had Stromboli not been horrible, Pinocchio would still be riding the gravy train of fame. At that point, Pinocchio is not making a moral decision and he is not developing a conscience, just a functioning brain. The same applies to his venture into debauchery on Pleasure Island. Pinocchio is all fun and games until people literally start turning into jackasses. People don’t develop their morality by having a variety of metaphorical guns pointed at their heads, they need to be able to sit down and assess their own decisions and make them of their own free will. Once Pinocchio decides to set off to save Geppetto from Monstro we finally see him make his first decision that’s not purely based on an ultimately selfish motive. His decision serves as an effective end to Pinocchio’s arc, shame the arc itself doesn’t live up to it.
Despite the main character arc’s problems, the film does succeed in creating memorable and likeable characters. Pinocchio may act like a naive kid who only thinks about what’s good for himself a few minutes in the future, but that makes sense given he’s essentially a newborn child. The center of Pinocchio’s world is Geppetto, and this can be seen in his interactions with Stromboli. Stromboli does everything he can to take advantage of Pinocchio: he gives him a useless hunk of metal as payment for his performance, he tells him how he’s going to make him travel and give nonstop performances and he even berates him during the show whenever Pinocchio does something slightly out of line, yet none of it really registers with Pinocchio.
He smiles as Stromboli nearly chops his arm off. Funny fact: Stromboli’s a rather offensive Italian stereotype, with all that delicious angry broken English, yet the original story was written by an Italian.
It’s not until Stromboli threatens to never let Pinocchio see Geppetto again that Pinocchio finally realizes the situation he’s in. This makes up for his lack of real development in the film, and allows Pinocchio risking his own skin to save Geppetto to makes sense.
Geppetto himself is largely made compelling due to his animation. At first glance, all we really get from him is that he is a loving father, but through the visuals surrounding him, we learn a lot more. He trembles as he tries to perform simple tasks, he always has a noticeable hunch when he walks and he apparently needs several dozen clocks going off at the same time to even begin to register the alarm that tells him to go to sleep. This gives us a view into how age is catching up with him.
Seeing Geppetto go to such lengths to search for Pinocchio despite his physical weakness is quite endearing.
This is especially important when trying to understand Geppetto’s bizarre mindset in wishing to turn his puppet into a real boy. Geppetto is a lonely old man who never was able to have a family of his own. He overcompensates for this through his woodwork and his house pets, giving each the care and attention not unlike a father to his offspring. Even his interactions with Pinocchio seem based on how he’s heard a parent should take care of their son, not from experience. This depressing subtle undertone shows us the kind of hopeful person Geppetto is. Despite never getting the son he wanted throughout his entire life, he’s still hoping for it into old age. He is willing to fight for this hope once he gets it, going so far as to go on an overseas journey to save his son from Pleasure Island. The film would’ve benefited had more time been spent dealing with Geppetto’s crash course on fatherhood, but he ends up being in very little of the movie.
The story of Pinocchio’s trials to attain boyhood, is almost equally the story of Jiminy learning how hard life can be to do the right thing. The only reason Jiminy is appointed by The Blue Fairy is because he proudly boasts his knowledge about what a conscience is. The Blue Fairy seems to find his assertion so humorous that she immediately lets him guide the life she just created, as if to tell Jiminy to put up or shut up. Serving as Pinocchio’s moral compass, one would reasonably assume he is just a one-note, know-it-all, but Jiminy ends up knowing very little. He consistently makes poor judgment calls in his mission to teach Pinocchio how to be a good boy. He leaves Pinocchio to Stromboli after he sees him at a show and thinks Pinocchio is a success. He gets frustrated at Pinocchio’s immature behavior at Pleasure Island and abandons him. While this makes him a questionable choice by The Blue Fairy as Pinocchio’s conscience, it does make him a more compelling character. While Jiminy does mess up a lot, he also works to solve his mistakes. By the end of the movie, Jiminy is awarded a golden badge, which basically is The Blue Fairy outright telling the audience Jiminy’s character arc is complete. While not the most subtle approach, Jiminy’s arc falls on its face a lot less than Pinocchio’s, so I’m willing to overlook the small moral anvil.
At least it’s a small badge, so that’s a a point towards subtlety, I suppose.
Coming from Snow White,Pinocchio is a relief. It solves much of my complaints with the previous film in the Disney canon: it’s not boring, the characters aren’t merely caricatures and the music is vastly improved. However, with the good, comes its own set of problems, such as the primary arc breaking a few of its legs, causing its moral to fall flat, or the lack of development between Geppetto and Pinocchio. Overall, Pinocchio is like waking up in the middle of a really good dream, it was fun while it lasted, but you wish it there was more to it.