I’m going to tell you about one of my longest friendships. This is a friend who has seen me through grade school, college, grad school, and into adulthood. This is a friend that has stood by me while others in my life, some fairly major friends and family, have come and gone. He’s cheered me up while I was down and rewarded me at my most successful… and he doesn’t really exist.

Well, he doesn’t exist in the way we think about our usual friends. You know, the friends who have their own, real lives and who are usually there for you but sometimes they’re not. No. This isn’t one of those friends. This friend has always been there. And I’m writing this to tell you about the time I needed him the most.

You know my friend. If you’re reading this, on a site called Geekscape, then you self-identify in much the same way I do, so you might just be a friend of his as well. His name is Mario Mario and he’s the world’s most popular video game plumber (and that is his full official name). We’ve been good friends for quite a long time. Well, 30 years by the official count last weekend.

Yes, last weekend Mario turned an official 30 years old. I celebrated, like some of you did, by picking up his newest game Super Mario Maker. I also grabbed some (okay, I’ll admit it, all) of the new amiibo figures that accompanied Mario’s weekend celebration. The writers on the site shared their favorite Mario memories in a piece last Saturday. It was quite the investment, more than I’ve given other, REAL people in my life.

Waiting in line last weekend with Geekscape writers Josh Jackson, Megan Haley and Matt Rodriguez!
Waiting in line last weekend with Geekscape writers Josh Jackson, Megan Haley and Matt Rodriguez!

But I’m 36 years old. How is this friendship with a video game plumber even still acceptable? Almost everyone roasting themselves to stand in line under the scorching Southern California sun last Friday was also in their 30s or mid to late 20s. You probably are as well. Let’s be clear on something: these are toys and video games that society at large deems “children’s things”.

We all have our reasons. After a week of thinking it over for myself, and getting to the core of my lifelong relationship with Mario that I have mine; the origin story to a bond forged at a young age. I’ll admit that every time I’m drawn to buying another Mario anything I do think about why I do it. I imagine that all of us grown up geeks think about just what it is about Mario (or Spider-Man or Luke Skywalker or any of our fictional friends) that a 36 year old still sees as valuable in their adult life? Beyond the temporary fun and excitement of reading or watching or playing through the latest stories alongside them, what do these characters give us to the point of returning to them time and time again, dollar over dollar?

They give us stability. In a world where we can lose our jobs, lose our homes, our family members or our friends, these characters and stories prop us up against the face of this constant instability. Life throws us a relentless series of unknowns, and we wake up knowing this every single day. This fear can paralyze us and keep us from doing everything from meeting people to following our dreams. It’s the source of our greatest insecurities. And we live with the promise that it will rear its head every single day.

I remember, or at least I’ve romanticized over the past few decades, the moment I learned my parents were getting a divorce. I’ve thought about it a lot this past week. I was in the 4th Grade and my father was getting a new place to live. My brothers and I were sitting around the table at dinner and the news was broken to us in the clearest, most adult way possible. But this didn’t help my head from spinning. It didn’t help my appetite from turning to sickness. And it definitely didn’t help me understand the calmly stated impossibilities that I was hearing.

The walls of my childhood home exploding. I remember the aftermath as a series of images. My father’s new home, with new beds and silverware for weekend TV dinners in front of a rented VHS movie with my brothers. Comparing the weekend neighborhood kids to the old neighborhood kids. And I remember the feeling I would get walking through my parent’s old bedroom, now only occupied by my mother. I vividly saw the ghosts of that room, where my brothers and I unboxed our first NES system one Christmas morning and played Super Mario Bros., wildly swinging our arms to the left and right as we learned to use the controller. It was no longer a happy place in my life and the loss of that feeling stayed with me for a very long time.

That year for my birthday, I asked my father for a Mario doll. It was THE thing that I wanted that year and it could not wait for Christmas a few weeks later. I remember the way that my collected friends and brightly lit birthday table dimmed and muted away as I unwrapped that stuffed Mario doll. Looking back on those moments this past week, I realize that my young self, unable to reconstruct his family, had looked to that doll as something that would give him strength and security. It could return him to that perfect Christmas morning when he unpacked his original NES with his two brothers and swung his arms all over.

My Mario doll was a bulbous-nosed, blue and red suspender wearing totem and I needed it, probably more than any of the other comics, toys and games I’ve purchased in my life since. That was the first time that the world had turned drastically in a direction that I had not been prepared for and that doll was my only constant in keeping it from spinning me off into space.

MarioDoll
This is a picture of the Mario doll in question, taken from Google. My actual doll sits packed somewhere in my father’s house to this day.

I carried that Mario doll with me everywhere that I went for the better part of a year.

Was I asked to leave it behind sometimes? Yes. Was I ridiculed for it by the other kids at school, most of whom had started getting into other interests like sports and dances? Probably. Was I going to let that Mario doll out of my sight? Not a chance.

Eventually, the world stopped spinning. Over time, I moved on to the next grade and to thinking about things like playing sports and dances. But did I leave Mario behind? Obviously, I didn’t. In some form or another, whether it was Mario or Spider-Man or Luke Skywalker, these friends that I surrounded myself with have stayed with me, a constant buoy in a sometimes turbulent sea.

Everyone has them, even if they come in the form of a sports team or a Hollywood celebrity or a favorite musician or book series. It’s at the heart of any fandom, a strong need to belong to something bigger than ourselves, that gives us a sense of meaning and permanence in a world that often makes us feel small and temporary. At their best, they give us an entry into a greater community, something to share with others who may also understand our loyalty. At their most crucial, they give us a confidant, a constant guide that tells us how to not give up, to keep trying to continue looking for our place. They teach us lessons on how to be heroes, or successes or just how to be better to ourselves and one another.

These things are important, not just to kids but to adults. I can never thank Mario enough for the year he helped get me through. Divorce can really mess a child up, giving them profound feelings of distrust and isolation that can shape them for the rest of their lives. I’ve had lots of incredible friends throughout my life, each one leaving me with fantastic, unquantifiable gifts and lessons both large and small. But this story is a thank you to that first, fictional one, my plumber friend Mr. Mario Mario, and how when all is said and done, I can look at my life today and realize that the things he’s given me aren’t all that fictional after all.

Christian Bladt is the host of The Bladcast, a spin-off of the former Dennis Miller podcast, for which he was the producer, writer and our very own Will Sterling’s boss! He arrives on the show to talk about my Amiibo addiction, the crazy pills prescription that is Mario Maker and Kenny’s ruling of the wasteland in the new Mad Max video game! We also discuss some news like the merits of sequels to ‘Cabin in the Woods’, ‘Fantastic Four’ and ‘Prometheus’ and who Rachel McAdams will play in ‘Doctor Strange’! Plus… would Idris Elba make a phenomenal James Bond? Discuss!

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Hayley Derryberry has been on the show before and now she makes her triumphant return to talk about her latest project ‘Oktoberfest’, the office comedy centered around an Oktoberfest beer garden that needs YOUR help to get off the ground! We talk about her real life history of working at Oktoberfest and the ridiculous drunken fights and advances that break out! We then discuss the hilarious brilliance of ‘Wet Hot American Summer: First Day Of Camp’ and the heavy pacing of ‘Fear The Walking Dead’. Assassin’s Creed and Borderlands are headed to theaters but will they be any good? I talk about visiting the Jack Kirby art gala at CSUN and all of us remember Wes Craven, who died way too early but left us with so many incredible gifts.

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Longtime Geekscape listener and writer Karson Braaten is in town from Saskatchewan and he’s brought his fellow Canadian friend Matt Peters along with him! Crazy, after almost 10 years of correspondence, Karson and I finally meet in person… so of course we do it on a Geekscape episode! We get down to business quick by talking about the controversy of ‘Straight Outta Compton’ skipping over the not so nice parts of NWA’s history and wincing at the onslaught of releases that Nintendo has coming our way… including Mega Yarn Yoshi! And as Nintendo changes its view of Hollywood using their characters, we ask what you’d love to see made! Plus! ‘Fear The Walking Dead’ premiered huge and Luke Cage may have found his match! Mockingbird might be getting her own ‘SHIELD’ spin-off and ‘Gambit’ might have a leading lady! Oh yeah, and ‘Wet Hot American Summer: First Day of Camp’ is exactly what fans wanted and more!

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Her voice can be heard on a ton of video games and cartoons, ranging from ‘Halo 5’ to ‘World of Warcraft’ to ‘Final Fantasy XIII’ to the new ‘Tales From The Borderlands’! Now, actress Laura Bailey can be heard on Geekscape talking about all things gaming and the process of bringing some of these characters to life! We talk about playing Chun Li in ‘Street Fighter’ and Black Widow on ‘Avengers Assemble’ and what old school game Laura would love to see come back! I reveal the first time I asked a girl out and how poorly it went and how it was almost as bad as peeing my pants at the Nintendo Championships! Laura makes me feel better by telling me she was the biggest geek in her school! PLUS! ‘Man From UNCLE’, ‘Straight Outta Compton’ and ‘The Gift’ are a great time at the theaters!

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It’s time to come to terms with this past weekend’s ‘Fantastic Four’ film. Yes, it was exactly as the internet said it was, a tortured, uninspired presentation of Marvel’s First Family. But is there light at the end of the tunnel? YES. We try and guide you back to a world of hope and positivity (two things that are VERY Fantastic Four) as we talk through the missteps and where things might go from here. Also, how is ‘Batman V Superman’ faring and is Ben Affleck going to take over the cinematic Batman reigns for Warner Bros? We can only hope! And ‘hope’ is the word of the day here on Geekscape as we try and turn things around!

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This week’s episode was recorded LIVE on the campus of Yale University at Explo 2015! Just what IS Explo? Well, you’re going to listen to get the full answer to that one, but you know how they say “you can’t go home again?” Well, I kind of did, returning to my old teenage summer camp as a Scholar in Residence to talk to the campers about film, writing and video games… so basically a weeklong Geekscape episode! I recruit Camp Instructor Richard into talking to me about the stages of growing up and chasing your geek passions professionally! And then I get the campers involved! Maddy tells us about navigating being a geek in high school and what Japanese games she would love to see imported State-side! Max shares his love of the new ‘Deadpool’ trailer while convincing us his dad ISN’T a super villain and Fisher talks to us about his newfound love of cosplay! Oh, and I also tell you guys to go watch ‘Mission Impossible: Rogue Nation’! It’s a big, heartfelt episode so pack your bags and come back to camp with me!

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Geekscape friend and Scott Pilgrim actor Mark Webber has a new, very personal film in development and it’s a big secret! And he wants your help in telling it! Mark arrives on Geekscape to talk about why he makes films, the personal struggle between commerce and the need for real communication and how he’s trying to overcome societal sadness through creating positive messages. Also, we talk a bit about his Secret Movie and the perks available to Kickstarter donors as well as if he still hangs out with Chris Evans! This is a great episode for any aspiring storytellers out there so give it a listen and enjoy!

CLICK HERE TO LEARN MORE ABOUT MARK’S KICKSTARTER!

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Our friend Satine Phoenix returns to Geekscape after all these years and is here to talk about her new comic book series ‘New Praetorians’! It’s a new cyber-revenge story with a person twist and Satine’s artwork is insane! On top of this, Jonathan recommends both Marvel AND DC books for you while he and William heap large amounts of praise on ‘Ant-Man’! Benicio Del Toro is rumored to be in Star Wars: Episode VIII and NBC is bringing back ‘Xena: Warrior Princess’! Disney is giving ‘The Sword in the Stone’ the live-action treatment and we talk a bit of the Emmy’s! Plus! We want to know what was the most ridiculous depiction of the internet in film or TV ever!

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This is it! The Geekscape San Diego Comic Con 2015 Special! SDCC is behind us and I’m joined by Geekscape contributors Kenny Craig, Derek Kraneveldt and Shane O’Hare to sift through the remains of an amazing week! What were the big surprises? Did ‘Batman V Superman’ surprise people as much as ‘Suicide Squad’ did? Did Star Wars own the convention? What swag did we end up with? Which Geekscapists hooked up when they hit the city? And can anyone stop yelling Danganronpa? PLUS! Cooper Barnes and Jace Lee Norman from Nickelodeon’s ‘Henry Danger’ drop by to say hi! It’s all here until next year!

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The team behind the ‘Doomed’ documentary triumphantly returns to Geekscape after two years to talk about the finished film, premiering this week at the San Diego Comic Con! What revelations laid in store for the team and what were some of the highlights of making the documentary? Executive Producer Mark Sikes regales us with some of his new insights while the original Thing Carl Ciarfalio tries to calculate just how much weight he lost in that damn suit! Kenny and Jonathan talk say ‘Terminator Genisys’ is better off terminated and we give you some last minute advice for SDCC!

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We’re not ready for SDCC! But we’ve gotta scramble to do our best anyways! To help us out, Mr. Crazy 4 Comic Con himself, Tony Kim, guests to talk about the main things to look for at SDCC, whether you have a pass or not! What are the best ways to get a late pass, get into a party or find a good meal? What panels should we look out for? Also, we talk Tom Holland’s casting as Spider-Man, Punisher VS Daredevil, whether or not the next season of Doctor Who will improve on the last and Kenny calls ‘Batman: Arkham Knight’ the best of the Arkham Games! It’s all here so fasten your seat belts!

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E3 is behind us… and Kenny’s here to help us sift through the aftermath! What won the show and what wasn’t so great? Before we get into all that though, Adam Murray is here to let us know that ‘Inside Out’ is one of the best post-Wall-E Pixar films but his experience of going to see it was pretty traumatizing. We give our last words on the box office onslaught that is ‘Jurassic World’ and we talk about the Will Ferrell Lifetime Original curiosity ‘A Deadly Adoption’! Enjoyables!

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E3 2015 is upon us! To help us sift through all of the biggest announcements, we’re joined by Geekscape Games co-host Joshua Jackson and videogames insider Steve Selnick to talk about the latest news! The Last Guardian has returned! Final Fantasy 7 finally has a proper HD remake! Bethesda makes all of the Fallout fans happy! The Oculus Rift will only work on the XBox with a PC? And what is the Hollow Lens? Shenmue 3 raises a whole crapton of money on Kickstarter and a new South Park game is announced! ALSO! Is ‘Jurassic World’ as good as the original, we say goodbye to Christopher Lee and The Punisher has been cast! Enjoy!

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On Monday we talked with classic game designers Ron Gilbert and Gary Winnick (Maniac Mansion, Monkey Island) about their new title ‘Thimbleweed Park’. If you missed that interview, check it out here!

One of the biggest appeals of a title like ‘Thimbleweed Park’ is not just the retro feel of the game design but also the classic artwork. I grew up on games like Maniac Mansion, Loom and the Monkey Island titles, so I was pretty excited to learn that original background artist Mark Ferrari was returning to work with Ron and Gary on ‘Thimbleweed Park’. His work, whether I remember it from a classic game or it’s one of these pieces from ‘Thimbleweed Park’, immediately transports me back to sitting in front of my 286 as a kid and trying to solve endless puzzles. Obviously, it was a pleasure to talk to him a bit about not only the old days but his new work with Ron and Gary.

Below is our conversation. If you want to learn more about ‘Thimbleweed Park’, definitely check out their developer blog, where you can also support and preorder the game!

How did you get involved in Thimbleweed Park? What drew you to the project?

I worked with Ron Gilbert and Gary Winnick years ago at Lucasfilm Games back in the Loom/Monkey Island days, and had the time of my life there. Games were FUN to work on and to play back then in ways that I have not seen SO much since ‘computer gaming’ was reduced to dashing through some 3-D hallway shooting, punching, kicking and blowing up whatever one encounters. The games we made back in the late 80’s involved quirky storyline and character. They incorporated generous amounts of humor, discovery, puzzle solving, and creative storytelling. I have often mourned the general passing of that kind of game.

When a friend called my attention to Ron and Gary’s Kickstarter project, I took one look at their hilarious site video and was instantly transported to 1987 all over again. I became a backer immediately. When Gary Winnick found my name (somehow) on the list of their thousand-or-so backers, he called and asked ‘if that was really me.’ :] We had not been in contact for some time. After catching up a bit, I made it clear to Gary that I’d kill to do some old-school pixel art for their commendable venture, (Not a person, of course. I don’t kill persons as a matter of policy—even for a chance like this. But a squirrel maybe… or a small invertebrate, certainly). Happily, they fell for it.

Have you worked in 256 color art recently or is it something you’d left behind? What do you see as its appeal in 2015, for you at least?

I have not done much serious 8-bit art for quite a few years. I did some nice 256 color cycling backgrounds for the last GBA Spyro game, (‘Spyro: Eternal Night,’ I think) back in 2008 or 2009—just as the platform vanished, sadly. But the very tools we used to create that old work no longer really exist. The industry standard tool for 2-D art in the late 80’s was Deluxe Paint 2 by EA (D-Paint). I’ve still got a copy—that won’t run on any of my current operating systems. The closest viable 8-bit tool out there now that I’m aware of is Pro Motion by Cosmigo, which does some things better, and some rather important things, (important to me at least: stencil and color cycling management) worse than D-Paint did. Largely, I had left 256 color art behind along with everyone else—until recently.

In the past few years, however, there’s been a pretty astonishing resurgence of interest in ‘old school’ 8-bit art—and gaming—as anyone who’s been paying attention will likely have noticed. I think kids who grew up playing the games we made in those days may be running the business now. Perhaps the novelty of twitching through airless, poly-scapes just shooting everything has finally begun to wear thin. Maybe they miss seeing digital art in their games that wasn’t all drawn by the same ubiquitous set of algorithms. Maybe they find themselves wishing for game ‘art’ that conveyed a wider array of color, atmosphere and personal artistic style—even if you could see the giant pixels, and couldn’t move through it in much more than two directions. Remember when you could look at a computer game and tell which company published it—or even which industry artist had drawn it? … Well, no. You probably don’t. But perhaps today’s nostalgic 40-something digital gamers just crave a little less ‘machined slick’ and a little more ‘grit and texture’ again. It happens to musicians all the time, doesn’t it? A young, green band breaks out with a gritty album that grabs an audience viscerally. Then they’re grabbed in turn by corporate handlers who groom and polish all their texture into smooth compliance with ‘top industry standards’… And that audience finds themselves wishing for something with that old, crude but very living je-ne-sais-quoi that ‘big time success’ seems to suck out of everything. Maybe that’s happening to games now.

Whatever it is, I have been wishing aloud—and publicly—for years now that someone would do just what Ron and Gary are doing, and I’m thrilled to be a part of it.

What are the challenges in working in that style? Do you start with a bigger, more detailed idea and scale back to the more digitized look or do you work up from it?

The biggest challenges—for me at least—have been finding ways to DO that style using current 2-D art tools, and getting my head back into the ‘pixel by pixel’ mindset that 32-bit tools have so effectively overwritten in my head over the years. One thing I’ve already re-discovered is that the pixels themselves ‘art-direct’ much of the content. There is a very definite threshold of content detail and complexity that just can’t be exceeded at this resolution. Drawing an egg ‘D-Paint style’ is a very different activity from drawing an egg at 300 dpi in Photoshop. I draw a scene now the way the pixels will let me do it. And it often takes some time to figure out just where that threshold is in any given scene. I am already starting to anticipate it again, however.

At this point, of course, the ‘big, detailed ideas’ are mostly coming from Ron and Gary. I’m just one of the piano players. :]

circus_2b

How much room do you have on this project to add your own style and flourishes?

Well, beyond the constraints mentioned above, there is the fact that Ron and Gary are very definitely going for a style in homage of the specific look and feel of ‘golden age’ 8-bit computer games here. Much that we could do—even at this resolution—in terms of rendering and lighting effects, for instance, may be restrained, or omitted all together, in order to capture and preserve the ‘retro’ look and experience of the game. There was a very definite ‘line and flat color’ style to those old games that made them stylistically unique. That said, they have certainly been interested in and responsive to ‘style’ possibilities I have brought to the table so far during the ‘story-board’ phase of this project. They still seem very much in the exploratory part of this endeavor—still figuring out exactly what they want the game to look like, and how best to achieve that. So we all wait to see where the dart lands.

What pieces in your gaming work are you most proud of? What are your biggest challenges in creating them?

If by ‘my gaming work’ you mean over the past thirty years, there is a fairly well known collection of color-cycling fantasy landscapes I did for a small selection of now-defunct clients back in the late 80’s and early 90’s that I still regard as the pinnacle of my 8-bit achievement. A last flowering before the fall of Rome, so to speak. You can find a link to lots of those here:

http://markferrari.com/art/8bit-game-art/

on the 8-bit game art page of my website: www.markferrari.com

The biggest challenges to doing such work now are the absence of D-Paint, and the fact that each of these scenes took weeks of obsessive work to finish—with a younger man’s energy and mental agility. Will I do more? Can I now? … Perhaps we shall see… :]

How about on Thimbleweed Park specifically, are there any big screens or set pieces you’re looking forward to tackling?

I know this will sound wincingly rah-rah, but honestly, pretty much all of them. I have enjoyed almost every wireframe mock-up I’ve been asked to do so far more than the one before. Ron and Gary have done their usual great job of coming up with an absurdly interesting and humorous little town (Thimbleweed), brimming with quirk and unexpected juxtaposition that’s at least as much fun to conceptualize and draw as I’m sure it will be for players to explore. Not sure how many ‘specifics’ about any of this I’m supposed to get into publicly yet. But so far this experience is all the best of what I recall from working on games like Secret of Monkey Island. We laughed a LOT in those days. And then went back to making it all look really cool. What’s not to like?

How would you describe the visual style for Thimbleweed Park? What have you added to it over the process of putting it together?

To the extent that Thimbleweed’s visual style has actually been determined yet, I think I’ve probably answered that already. As for what I’ve added so far… Just another measure of genius, of course. 😉 And perhaps another helping of laughter.

disk

Summer is definitely upon us… and that means San Diego Comic Con! To get you ready for the biggest Con of them all, I’ve invited The 2 Nerd Girls, Becca and Faith, on the show to talk cosplay, books and all the amazing things that summer has in store! I let you know that ‘San Andreas’ is awesomely outrageous if you have the sense of humor for it and we repeat our love for ‘Mad Max: Fury Road’ and ‘Ex Machina’! We also look forward to ‘Jurassic World’ and discuss the divide in Game of Thrones fandom! The Summer is all about blockbusters and it all starts here!

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Longtime Geekscapists know that video game designers Ron Gilbert and Gary Winnick have played a pretty big role in my life. They both designed the ‘Point & Click’ Adventure classic Maniac Mansion for LucasArts during the late 80s and Ron went on to work on the first two (aka “the best two”) Monkey Island titles. I spent countless hours playing through these games as a kid, and again as an adult, and so it was my pleasure to spend some time this past weekend talking with both Ron and Gary about their new “retro” Point & Click Adventure game Thimbleweed Park.

Thimbleweed Park is currently in development and you can follow along with the whole team on their blog (which includes podcasts, developer updates and more) and also donate to the ongoing creation of the game! There are still plenty of awesome perks left to get in on!

And as the team announced today on their blog, classic LucasArts artist Mark Ferrari (Monkey Island, Loom) has joined the team on Thimbleweed Park. To read our conversation with Mark, just head right over here! But first… let’s have Ron and Gary introduce you to Thimbleweed Park:

What is Thimbleweed Park?

Ron: Thimbleweed Park is a Kickstarted 2D point-and-click adventure game that harkens back to the heyday of Lucasfilm Games and the classic adventures. When Gary and I created Maniac Mansion, back in 1987, we didn’t really know what we were doing. We were just making stuff up, hoping it all worked and we didn’t get fired.We’ve learned a lot in the last 25 years and Thimbleweed Park is about bringing back the charm of those old games, but also the experience of years of adventure game design.

How is it like a traditional point & click adventure game and how is it unique? Which aspects will be familiar and in which ways are you using this opportunity to further the genre?

Ron: Thimbleweed Park isn’t about furthering, or reinventing, or modernizing the genre. It’s all about a nostalgic trip back in time to play a classic adventure game for the very first time. A lot of people love the old Lucasfilm games, they still play them and enjoy them, but none of it is new. Thimbleweed Park will be like opening a dusty old drawer in a long forgotten desk and finding a classic adventure you’ve never played before. That said, we have learned a lot about adventure game design over the years, and a lot of that knowledge will be used, but it all very subtle, yet amazingly important stuff.

bridge

What platforms do you see the game releasing on? What are the challenges for designing to multiple platforms at once (if you are) and how do today’s platforms challenge you and reward you as a storyteller?

Ron: I view platforms as very immaterial. Do I watch a movie Blu-ray or do I watch it online? It really doesn’t matter to the person making the movie. What matters is that as many people as possible can play the game. We do need to watch out for UI issues, like touch vs. mouse vs. controller. All of these bring small challenges, but they don’t fundamentally change the game or the story. I view them as primarily “technical” challenges, not “creative” challenges. Our goal is to make Thimbleweed Park playable on as many platforms as we can by as many people as we can.

Regarding The Cave, what portions of that project were you happy with and which ones do you wish had been more successful? What do you think were some of the strengths or drawbacks of that project? Most importantly, what did you learn from it and are those ideas something that you are taking into Thimbleweed Park?

Ron: The Cave was an odd project. I am very happy with it. It’s a great game that I’m very proud of. There are two things I wish I could go back and change. I really didn’t expect players to finish the game and then immediately start a new game with 3 different characters. I figured they take a break, then come back to it a few weeks later, but because players jumped right back into it, it got a little repetitive. I don’t know how I’d fix that, given the realistic constraints of budget and schedule. The second issue was the jumping. I would have made it a lot more forgiving. Jumping was how you moved around the world, but it wasn’t a game play mechanic, so it should have been dead simple.

Looking back at the LucasArts, Maniac Mansion and Monkey Island years, what is your favorite memory and also your biggest surprise? Why do you think that era in gaming is regarded as romantically as it is today (or maybe that’s just me, in my office, playing with my Guybrush doll while rewatching episodes of the Maniac Mansion TV show…)

Ron: First of all, I’m really sorry if you’re actually watching the Maniac Mansion TV show. 🙂 I have no idea why those games are so highly regarded. It is a little mind boggling to me. When Maniac Mansion and Monkey Island came out, they didn’t do that well. They were far from hits. They were just games that got good but not great reviews. I left Lucasfilm right after Monkey Island 2, and people often wonder how I could walk away from a huge hit franchise like that, and the answer is, it wasn’t a huge hit franchise. It wasn’t until around 2003 that I started to realize the huge following the Monkey Island game had slowly built over the years. It was not overnight. I do think those old games will fill with a charm and innocence.

Let’s talk about the visual look of Thimbleweed Park? How would you describe it? How much of it has come from your first inspiration for the game and how has it changed through collaboration or implementation of the mechanics? How have those things informed each other? Are you far from the original inspiration?

Gary: Ron and I envisioned the game looking very much like the Commodore 64 version of Maniac Mansion. Very blocky graphics and bright colors. You can see much of that art in the original Kickstarter, but as the game got into pre-production, we’ve evolved the look a lot. It’s getting a little closer to Monkey Island and a deeper pallette, but we still want to keep it simple, iconic and pixely. It needs to tread a fine line between feeling like a old classic game, but not feeling hampered and limited by the old technology. It’s a fun problem to solve.

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You’re working with original Monkey Island and Loom background artist Mark Ferrari on Thimbleweed Park. Have you collaborated since? Is he working in the same capacity this time around as background artist and how has his work grown over the years? Are you pushing his style from what he’s done in the past and is his style pushing your designs creatively in other directions?

Ron: Yeah, we just announced that. It’s the first time we’ve worked together since our days at Lucasfilm Games. Mark is a hyper-talented artist and it’s amazing to be working with him again. I always love working with people that are running 20 feet in front of me and Mark is one of those people. When Gary and I started talking to Mark about working on Thimbleweed Park, Mark did a quick test image and sent it to us. We opened it in and said “Holy crap!”. It was just stunning. Seeing that image made Gary and I take a step back and relook at the art style. That’s the kind of artist Mark is. I remember looking at the first Monkey Island screens he did and saying the same thing: “Holy crap!”.

Gary: I first met Mark at, of all things, a science fiction and fantasy convention being held at the San Jose Red Lion Inn. Everyone was talking about some guy in the art show who drew amazing stuff in colored pencils… I took a look at Mark’s work and was amazed, they practically looked like oil paintings done in prismacolor pencil. Being the art director of Lucasfilm Games at the time had its perks and I was immediately introduced to Mark. My memory’s a bit fuzzy, but I don’t think Mark really had any computer experience at the time. In those days I invited candidates out to Skywalker Ranch for lunch and an art test working on an IBM PC in Dpaint. To say Mark was a natural at computer graphics would be an understatement, he was constantly breaking new ground, first on Loom and then on Monkey Island.

The Thimbleweed Park blog – you guys are working to be as transparent and inclusive during this creation process as possible. What motivated you to want to give your fans that kind of access this time around? How do you see the resulting dialogue influencing the final work?

Ron: Sharing everything we’re doing on the Thimbleweed Park website (http://thimbleweedpark.com) has been a lot of fun, but it’s always fun while things are going great. As all projects do, it will go to hell at some point. We’ll see if it’s still fun then. A lot of the reason for sharing everything is because people backed this project and they desire to know how things are going. When you do crowdfunding, you’re taking on a responsibility to keep people informed. If we had a traditional publisher, we’d have to keep them informed as well. It would probably be work work then the time we spend on 2 or 3 blog posts a week and a podcast. It will get more interesting as the project continues. A lot changes over time and hopefully people who backed and read the blog will understand that. We cut and change all the time. Monkey island went through a lot of changes as it was being made, the difference is that you only saw the final version, in Thimbleweed Park, backers are getting to see all the versions. It’s never a pretty process, but it can be fun. We’re still taking pledges from backers, so it’s not too late to get in on the fun, get a copy of the game and other rewards. Come join us!

Remember! We’ve got our conversation with Mark Ferrari coming up on Wednesday and you can still donate to Thimbleweed Park here!

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Filmmaker Jason Trost arrives back on Geekscape to talk about his new film ‘How To Save Us’, opening in select markets this weekend! Along for the ride is Tallay Wickham, one of the actresses from the film, as they talk about the ghost story’s origins in video games… like Silent Hill! Tallay and I share our love for all things Professor Layton and Jason calls ‘The Witcher 3’ the first Witcher title you definitely have to play! We discuss retro throwback indie films like ‘Kung Fury’ and how they often miss the point and I talk about Ron Gilbert’s new game ‘Thimbleweed Park’! Also, how this year’s Nintendo Championship totally miss the mark and whether having The Rock remake ‘Big Trouble In Little China’ is a good thing or a bad thing! Enjoy, Geekscapists!

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i-Mockery’s Roger Barr is finally a guest on the Geekscape podcast and we are talking a LOT of ‘Mad Max: Fury Road’! This movie is pretty incredible and we delve into many of the ways we were both blown away by it’s mere existence! But that’s not all! We also talk about why the new ‘Poltergeist’ film can’t possibly compare to the old ones and why not spoiling all the details is still crucial to storytelling! Roger also talks about creating indie games, some for Adult Swim, and the recent wave of retro gaming love letter titles! Plus! One young Geekscapist graduates college and another two get married! We’re growing up here!

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Robert Meyer Burnett should have guested on Geekscape YEARS AGO… but we’re making up for it now! As a very knowledgeable geek, Robert predates the modern Geek Golden Age by a few years and we reminisce about dial bulletin board systems, pre-8-bit console games and his film ‘Free Enterprise’, which was part of the first wave of Clerks-era geek films! We cover a ton of crucially important topics, including discovering the script to ‘Se7en’, his work on ‘Star Trek: Axanar’ and the ridiculousness of ‘Age of Ultron’ bashing!

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Sci-Fest is a month long theater festival of 1-Act science fiction plays put up here in Los Angeles. In it’s second year, Sci-Fest features plays written by such luminaries as Clive Barker and Neil Gaiman! Sci-Fest organizer David Dean Bottrell and Star Trek Voyager’s Tim Russ beam aboard Geekscape to discuss the heart of science fiction, the challenges of translating it to live theater and the stratospheric success of Sci-Fest! In addition, we talk about the juggernaut that is ‘Avengers: The Age of Ultron’ and I tell you all to check out ‘The Death of Superman Lives: What Happened?’!

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Just in time for the Age of Ultron, Nerdist News reporter Dan Casey comes to Geekscape to talk about his brand new book “100 Things Avengers Fans Should Know & Do Before They Die”! While he’s here we talk Avengers, the Joker’s new image and continue to heap praise on Daredevil! We also talk about the troubling news out of Konami regarding Silent Hills and we give an update on DC’s big crossover event ‘Convergence’! Is it everything it’s hyped up to be?

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Horror screenwriter Stephen Lancellotti and I have known each other longer than Geekscape has been around, both as friends and collaborators! So it was great having him on Geekscape to talk about ‘The Harvest’, the brand new horror movie that he wrote featuring Michael Shannon and Samantha Morton! Stephen and I reminisce about old times and talk about the difficulties of bringing your film to the big screen! We also catch up on news like the new ‘Star Wars: The Force Awakens’, ‘Batman V Superman: Dawn of Justice’ and ‘Fantastic Four’ trailers! Also, Preacher has cast its Jesse Custer and Havoc is returning to the X-Men for ‘Apocalypse’! Enjoy!

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Thom Parham is a scholar AND a gentleman… and I’m not just saying that. He got a job at Paramount after grad school because he wrote his doctoral thesis on the languages in ‘Star Trek: The Next Generation’. Now a professor himself, he comes on Geekscape to talk about Daredevil, Batman V Superman, Star Trek, Doctor Who, Flash, Arrow and the latest news in the geek world. He really knows his stuff and he helps Will, Kenny and I collectively scream for an end to geeks cannibalizing each other! We’re in a Golden Age! Enjoy it!

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Marvel and Netflix’s ‘Daredevil’ is a 13 episode masterpiece. From the incredible performances to the perfectly picked classic Daredevil moments from the past 40 years, it changes the game for comic book adaptations. But what did you miss? How is this going to shape things to come for the great Marvel Cinematic Universe? Luckily, Ian Kerner is here to help me make sense of what I argue is the greatest thing Marvel has produced yet!

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Jason Inman, AKA Mr. DC, the host of ‘DC All Access’ arrives on Geekscape for the first time to prove without a doubt why Jonathan didn’t get the hosting job! While he’s on our home court, he dishes about the gig, getting free DC books, meeting Jim Lee and just how awesome the final season episode of ‘Arrow’ and ‘The Flash’ are going to be! We also talk the difference between the Marvel and DC cinematic universes and discover Thanos’ big secret! And just in time for Daredevil to hit on April 10th! Will David Ayer’s ‘The Suicide Squad’ open up the future for DC films and will Star Wars ‘Rogue One’ be the beginning of a Star Wars downturn for Disney? It’s all discussed… right here!

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We’ve got another comic book heavy episode as ‘Wonder Woman ’77’ writer Marc Andreyko guests on Geekscape to talk comic book writing and to break down the 2015 Oscars! What won? What should have won? And did ‘Boyhood’ get the shaft? Also, is DC’s ‘Convergence’ event just a giant jumping off point for readers? Why should you stick with it? Also, Marc explains the joy of writing Linda Carter’s 70s Wonder Woman and Jonathan warns that Shane O’Hare is back to roaming World of Warcraft for cyber!

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Geekscape is feeling a little bit guilty after the Valentine’s Day weekend! Kevin McKee of the ‘Guilty Films’ podcast joins us to talk about his guiltiest cinematic pleasures! We discuss the ramifications and our wildest dreams of Spider-Man finally joining the Marvel Cinematic Universe! And what will this mean for the Fantastic 4 and X-Men? Ben reviews ‘Kingsman: The Secret Service’ and Jonathan has a message for Freddy Krueger! And are all James Bond movies the same?

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It’s time to just break it down among us Geekscape hosts when Kenny, Ben and I talk about the onslaught of awesome TV that’s coming at us! ‘The Walking Dead’ returns for the second half of Season 5 and brings ‘Better Call Saul with it! ‘Arrow’ and ‘The Flash’ are still rocking on CW and is ’12 Monkeys’ and the second season of ‘Helix’ worth watching Syfy? In video games Ben gets scared out of his wits by ‘Dying Light’ but may not survive the real world Marvel Experience without falling asleep! And I braved the box office bomb that was ‘Jupiter Ascending’ to tell you that it IS worth your time!

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When I get the chance to write on the site, it’s usually to profess my love for all things Studio Ghibli. And why not? It’s my site and I might as well use it to share with you the joy of a studio I first discovered over 20 years ago. I’ve often stated that Hayao Miyazaki is one of the top 5 living filmmakers in the world and that his films like Princess Mononoke, Laputa: Castle in the Sky and Nausicaa Of The Valley Of The Wind played a big part in my life.

Funny then, that I recently realized while watching the new Blu-ray release of his classic Porco Rosso that I’d been watching it completely wrong this entire time!

I consider myself as close to a purist as you can get. I watch my Studio Ghibli films with the original Japanese language track on with English subtitles. John Lasseter and Disney Home Video have done a great job for years of doing English language translations upon releasing these films in the U.S. but for an old fan like myself, who grew up with the original language tracks, I have to accept no substitutes. That is, unless it comes to Porco Rosso.

The English language track great. Michael Keaton and Cary Elwes do a great job of headlining the American cast of this strange yet sweet story of a peerless Italian pilot who’s been cursed to fly as a pig. This really is one of my favorite Ghibli films, as the humor and tale of missed opportunities strikes a fantastic balance between levity and depth that surrounds the entire movie. Scenes in which Porco Rosso (Keaton) is flying circles around and thwarting the ridiculously cartoonish sky pirates and his rival aviator Curtis (Elwes) are some of the funniest moments in any Studio Ghibli scene. But the storyline that really grounds the film, the one revolving around Porco Rosso’s curse and the impossible love story with the beautiful Gina reveals Porco Rosso to be a tragic fairy tale with the same level of character depth as any other Ghibli film. It’s one of my favorite endings to any of Miyazaki’s films, as it leaves you with more questions than answers and must be seen to understand what a sweet gift this movie really is. Kids will love it because it’s got a flying pig and adults will love it for all the reasons on layers and depth that I’ve just listed.

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Porco Rosso

 

But neither the English or Japanese language tracks are still the way to watch this film.

No. You want to watch Porco Rosso with the French language track on. I’m serious. And I don’t even know French. But I know that Jean Reno’s rendition of Porco Rosso is the best version of the character and that the film, which takes place in the Adriatic in the years after WWI and whose majority of characters are Italian, just feels RIGHT experienced in a romance language. Obviously, an Italian language track would be the absolute best way to watch this film, but are you really going to turn your nose as Jean Reno playing an ace combat flying pig?

Disney has spared no expense in bringing the absolute best version of the film to Blu-ray. The image is sharp and the audio quality is top notch. Like their Blu-ray releases of Princess Mononoke, The Wind Rises and Kiki’s Delivery Service from last year, we know that the folks at Disney are as big a fans of these films as we are and put care into bringing them Stateside. Porco Rosso goes one step further in also including the original film’s trailers, storyboards and an interview with film producer Toshio Suzuki taken from an earlier release of the film. It’s not just an interview either but a mini-documentary on the production of the film. For fans who bemoan the industry wide shift from traditional cell animation to CGI, it’s worth watching. And trust me on the French language track. It IS the best way to watch this classic, and is available in top form here.

Also released this week on Disney Blu-ray are two other Studio Ghibli films. Tales From Earthsea, directed by Hayao’s son Goro, is a mixed narrative bag that is probably reserved for only Ghibli completionists. Based on the “Earthsea” fantasy book series by Ursula K. Le Guin, the urgency of the film’s story never gets off the ground. The protagonists split the storyline in semi-Episode 1 fashion between following archmage Sparrowhawk and young prince Arren in their quest to solve the deep seeded chaos that is overcoming their kingdom. The plotting is vague and you honestly don’t meet the villain (voiced in the English track by Willem Dafoe in of the Blu-ray’s highlights) until almost halfway through the film.

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Tales From Earthsea

 

 

Although Earthsea does feature some incredible animated sequences, some of them do feel like they were handled by secondary studios without the care or the time necessary to pull them off. Fans consider this to be one of Studio Ghibli’s big missed opportunities and it’s pretty apparent here. The technical quality of the Blu-ray translation is top notch but the movie is pretty flawed. That being said, you should watch the English language track if only for one of my favorite Willem Dafoe lines in any movie. It happens towards the end and will have you howling. I won’t spoil it for you here but you’ll know it when you see it. Trust me.

On top of that, Disney Blu-ray also brought out an incredible translation of Isao Takahata’s strange but very enjoyable Pom Poko, about a community of raccoons battling against the encroachment of civilization. There aren’t a lot of bells and whistles to this Blu-ray but the film is one of the more curious ones in the Studio Ghibli library. It has it’s charms and is definitely worth picking up if you’re even a modest Anime fan. The level of weirdness (and humor) in this movie is just something that you’re not going to find in many other cinematic corners. This one is a must watch if only for the risks that it takes in being told. It is not the typical Studio Ghibli story of nature versus civilization and deserves to be experienced at least once.

All three films, Porco Rosso, Tales From Earthsea and Pom Poko are available this week on Disney Blu-ray from Disney Home Entertainment.

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Pom Poko