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Comic-Con 101: How to Fix Corporate Comics

Let’s say you realize the dream. By some incredible twist of fate, you run one of the major corporate comic book companies. What would you do to fix the current problems? Because they are epic problems and ones that will most likely never be fixed. But let’s take a stab at it.

A fanboy can dream, can’t he?

Art by Img2go AI

Step 1: Acquiring the Power

For any plan to work, you need the corporate power to make the changes. And not just the warmed over, pseudo power of a middle management technocrat, just trying to keep the company afloat— No, you would need the authority to make sweeping changes for years to rectify and reverse the many problems.

The obvious choice for corporate guys would be to return to someone who had done it before. You’d need some head honcho with a fantastic track record and the will to make the necessary changes. The only editor from the old days that I could think of that would fit that bill is Jim Shooter. He’s 72 now. Might be too old to pull it off, but he would be my choice.

Barring someone like that, you’d need an almost Trumpian figure that would be bold, brash, and willing to take the slings and arrows of the comic book and entertainment media. And let me tell you something, pulling this off— You would get tremendous pushback from the Marxists that got us in this mess.

The “based” choice might be someone like Ethan Van Sciver, Eric July, or Ya Boi Zack, but these guys are making money on their own creations. Using their street cred to build back Marvel or DC slows or stops the progress of their own work. They’re already making millions of dollars on their projects; why derail that to save the competition? I wouldn’t.

A guy like me would take the gig because I’m not as high profile, and I’m certainly not making millions of dollars. I’d be in it for the money, but so would anyone else that would take this job. But you can’t pick a figurehead who is only about money. It has to be someone passionate about the medium and willing to try some new and bold strategies. One of the high-profile creators may be able to step in, as Joe Quesada did, but because of the current talent pool at the Big Two— No names come to mind.

If it were me, I’d have no problem instituting a plan of action. I’m not beholden to the corporate interests, and even if I fail, my profile would be higher and my pockets full of cash. Let’s say, for the sake of argument, it is me. What to do first.

Step 2: Identify the Problems

It’s not just about the woke, although the woke mind virus is currently the biggest problem. But let’s list the major ones in order of importance:

  1. The Woke Mind Virus has infected the industry and the company, damaging the character’s brand, reputation, and creative viability.
  2. The trust between the fans and the company has never been worse.
  3. Comic book sales are in the toilet compared to where they were at their modern peak.
  4. Comic books are too expensive.
  5. The business model of comics hasn’t led it to success in recent years and needs an update.
  6. The comic book division needs to stand apart from the movies and TV division to become more than just a petri dish for them.
  7. The comic book division needs to be profitable so the company will allow it to continue to operate and not sacrifice it to boost something else in another division.
  8. Comic books’ reputation must be lifted to expand the industry.

Okay, now that we’ve identified some of the problems, let’s start solving them now that I’m in charge.

Image by Img2go

Step 3: Fire Everyone

The Woke Mind Virus has tainted the industry, and I probably don’t need to go over that history in great detail for fans of ClownfishTV. Everyone from the editors to the talent to the EIC has probably tweeted something woketarded that angered the fanbase. At this point, the damage is so widespread it would seem pointless to attempt to salvage the handful of employees that kept their heads down and kept their jobs. It’s time for a new atmosphere in the office, and starting fresh— Including new talent— Sets the tone for a new era. Any lost talent could come back when things were stable again.

I would fire everyone.

Image by Img2go

Step 4: Shutdown for Six Months to a Year

Hiring a new full-time staff will take a while, and there won’t be any comics for several months. There’s no sense in continuing the failed policies and storylines of the past. My plan would be to close it down and relaunch it without any baggage from the previous regime. Six months to a year and we could plan a relaunch with the new staff.

Ideally, you would attempt to time it so that the shutdown and relaunch were controlled and planned. But it’s more essential to institute the changes than to rush back into production and risk going right back into the toilet. You could line up several reprints of classic editions and finish out any contracts to keep some product in the pipeline, but the gap in publication would be a strong signal to the fans that things will really change.

Photo by Pixabay

Step 5: Set the tone for the new order

I’ve heard rumors that in one corporate comic book company’s offices, the male characters have been humiliated on the walls and cubicles of the offices. (I wrote a parody of a corporate comics company in Hollywoke: Another Novel where this scenario happens.) All this would have to go. A fresh coat of paint, a new professional look, and a plan moving forward that’s about servicing the fans and growing the industry.

Nothing from the previous regime must be present when the new staff arrives. Nothing. The new hires either must not be infected with the woke mind virus. There will be no DEI department, no ESG, no tolerance of virtue signaling politics— None.

Image by Pixabay

Step 6: Hire the support staff and editors

Support staff who are not editors or talent would be trained. For them, it’s vital that they are not leaking any secrets to storylines. This would be forbidden and written into the employment contracts.

This would also be true for the editors, along with a strict social media policy to avoid the previous regime’s mistakes. Employees would be expected to be positive on social media, especially to the fans, and to keep their political takes far away from anything work-related.

The easiest way to avoid social media problems is to address them before they become a problem. Telling your employees what’s expected of them (and what’s not) is far better than letting them run amok and then informing them. Generally, when you tell people they could lose their job if they insist on arguing politics with fans, they would tend to avoid doing that. You can’t fire someone for their politics, but you can fire someone who makes the company look bad. Arguing with fans makes the company look bad.

And I would hire editors who actually want to be editors- not writers who are only doing editing to get a writing job down the line. You’d need professionals that keep the talent on-brand but also give them enough leeway to be creative and do what they do best. The editor’s job is not to police language and politics but to keep the writers on-brand, clean up their typos and keep them from driving the storyline off a cliff. Good talent takes risks, so they need some latitude, but editors must know when to reign them in.

Image by Pixabay

Step 7: Hire the Talent

Writers to the front of the line first. The scripts need to go into production as soon as possible. This will be a loss leader for the company, so it would be essential to convince them from the outset that a total teardown and rebuild is necessary. The talent should be experienced comic writers, perhaps some familiar faces marginalized during the dark days. I would also offer jobs to popular crowd funders that could bring a significant audience share with them. And I’m talking about a real fanbase, as in sales, not a faux fanbase on social media.

Image by Img2go

The Battle Plan: Remaking the Business Side

Okay, we have an office full of new staff that aren’t a bunch of activists. We’re funded (for now), and we’ve recruited talent that isn’t a bunch of activists. How do we remodel the business end?

The Price

Cover price is a huge hurdle to overcome in modern American comics. Look at what you get right now— Most comics at DC and Marvel are either $3.99 or $4.99. This is for a comic that’s about 40 pages, but almost half of it is ads. Imagine watching a half-hour sitcom with 15 minutes of commercials spread throughout. I’d doubt you’d ever watch that show again.

We need a new format and a new price. Five issues for five bucks. That’s 110 pages of story with the same amount of ads, so a total of 128 pages per book. You’d group the titles according to a theme.

For instance: House of the Bat might have Detective Comics, Batman, Robin, Nightwing, and Catwoman. A Spiderman Anthology might have Amazing Spiderman, Spectacular Spiderman, Web of Spiderman, Spiderman, and Venom. Each would be priced at $4.99.

Under the current sales model, that wouldn’t be very profitable. The top comic only sells around a few hundred thousand on a good day. Those are rookie numbers. The goal would be to get all the main books over a million sales within five years. You make less money per book but sell more books. Combine the audiences and up the quality. No more overpriced mini-series that spiral down the drain for six issues and disappear.

More comic book sales mean you can increase the rate for the ad buys. So those 18 pages will start bringing in a lot more revenue, which further offsets your costs and adds to the profit. To appease our corporate masters and raise the profile of comic books, the money has to come in. Otherwise, it’s over.

Image by Pixabay

The Paper

A relaunch would also allow corporate publishers to return to cheaper newsprint. To entice collectors, corporate comics followed the collectible market down a dark rabbit hole from which it has yet to emerge. In the process, they became far more concerned with astroturfing collectibles than making the comic popular enough to collect in the first place. If something’s popular, people will collect it. First and foremost, this is the goal. This is just a luxury the medium doesn’t need.

No more special covers for every fifty or 100 issues ordered, no more chromium covers, no more alternate covers— No more trying to make the comics appeal to collectors. Build the readership, and people will collect. It’s what made them collect in the first place.

The Anthology Format

And by concentrating the page length in fewer comics, you not only combine their audiences but you give editorial more flexibility. If one story has to go longer, so be it. You just need to take away from another issue. Artist miss a deadline? No problem, simply insert one of the many inventory stories you’ve got lying around.

In fact, you could reprint classic stories within the anthology to offset costs. This way, when you reintroduce a character that hasn’t been seen in decades, you could also reprint his first appearance to give the reader a refresher course on what he’s all about. And if the story hasn’t been seen in 20 years, most fans aren’t going to be upset you reprinted it since they’re not old enough to have read it the first time it came out.

This format lets you introduce new titles and characters sandwiched between popular ones. This way, you can give the character a chance to develop an audience rather than throwing him to the wolves and going down in flames in a six-issue mini-series.

You could redesign the anthology like this: House of the Bat: Two Batman Titles, one Robin title, one Villain title, and one new character related to Batman.

Image by Pixabay

The Cost

According to CreatorResource.com, DC Comics is paying about $200 for a penciler and inker together, while Marvel is paying $250 for a line artist to do both. Writers can get $100 a page or more, and you also have to add the colorists and letterers, who earn less than the artist. Let’s ballpark it at $400 per page for everything on each team. So for 110 pages, you’re gonna need $44,000 for the interiors.

You’ll also need a cover, an editor, promotion, and all the other expenses in running a company spread out over the entire line of comics. Let’s say roughly (very roughly) it will cost you around $50,000 an issue to make for production costs.

Out of the $4.99, how much is profit? Retailers typically get 60% discounts on big corporate comics, so the distributor only collects two dollars a book. You have to sell to the distributor for a dollar, which means— In order to double your investment, you need to make the entire comic book for fifty cents or less. Let’s say you get it to precisely fifty cents, so you are making fifty cents per comic. That means you need to sell 100,000 copies just to break even and 200,000 to make a good profit. Maybe even 300,000 to be safe since we’re not factoring in shipping costs, promotional costs, and other unforeseen factors.

So selling a million copies monthly should cover it nicely, but our floor is around 200-250K per monthly issue. Remember, we’re selling fewer comics with all the titles combined. The cost vs. benefit for the fan is so high they buy everything that comes out because it’s affordable. I would start things at two anthologies a week and ramp it up after 6-8 months after the sales projections. It may take as long as two years to win the fans back.

The Editorial Battle Plan

Now, how do we do this hard reset without boring the fans? Simple, you go back to the basics and what’s worked over the years: Clark Kent pines for Lois Lane because she has no idea he’s Superman. Spiderman is a single guy living with Aunt May in Queens, struggling to get by— Not married to his high school crush, Mary Jane Watson. Batman broods in the Batcave while the Rogues Gallery hides in Gotham or chills out in Arkham Asylum.

But we don’t start at the beginning with an origin; we just do a quick recap. And just like a classic comic, we start in the middle of the action. Our hero doing what he does best, fighting crimes and taking names. Which history will be considered canon, and which will not? That’s going to have to be thought out much more thoroughly than we have space for here. Suffice it to say, the woketardry of the last ten years is out, but I also wouldn’t want to spend two years’ worth of issues treading old ground with origin stories everyone knows.

By digging through the history of the characters, one might pinpoint a moment in the character’s history where the comic went from being on-brand to off-brand and then continue it from the good issue. You might just telescope the history of the characters ignoring the bad and keeping the good, but you would want it streamlined. You would want to avoid a dozen characters in costume running around the Batcave.

Tightening Format

Each 22-page issue would be one story complete. The only exception would be within the anthology itself. So if you wanted to do a 44-page story, you would take space with one of the other issues. Perhaps you would stagger the creative teams, allowing one to go “fallow” for a month so a double-sized story could be inserted. Again, this gives us more editorial flexibility, and it’s more dynamic for the reader experience.

Free Girl Woman photo and picture
Image by Pixabay

Continuity

In a superhero universe, continuity is king. One of the reasons people read corporate superhero comics was that the comic books were a window into another universe. You weren’t reading a story but catching up on what was happening in this other world. Again, this has enormous reader appeal and drives the sales of additional comics, especially when you mention them in other stories: “Captain America’s Avenger’s Quinjet was damaged in his battle with the Red Skull during Captain America Issue #780, part of the Avengers Monthly!”

Part of our staff would include a Continuity Coordinator whose job is to take approved scripts and plug in relevant character updates into an online database that only the team can access. This would allow writers and editors to know what was happening in each other’s comic books and coordinate appropriately. Additionally, they would be responsible for a “bible” for each comic book to know who is the lead character, his origin, equipment, powers, etc. Any new writer brought in could be got up to speed as quickly as possible.

Innovation

Any business needs innovation, and the comic book industry is desperate for it. I would put a two-year moratorium on old villains. Just put them aside and tell the creative teams all new opponents. Mix it up; give us something new. (That wouldn’t mean you couldn’t mention the old villains. This would be especially important if you’re starting in the middle, but people need to want to see the old villains again. Give them time off and bring them back when their appearance means something.)

Mostly, we just need new blood. New villains and new superheroes and just regular people running around the corporate comic universe. In fact, to further attract the crowd funders, I would allow them to bring in their own creator-owned characters for an issue (where appropriate). They could keep their rights; I’m only interested in the print rights for that particular story to print it as is.

Some might say this would give a creator a leg up with his creator-owned work. Then he walks away with the audience means for the corporate comic universe. I see that as a win-win for corporate comics. The PR would be good. Indeed, the creator community would be happy, which could lead to further crossovers in the future. Why wouldn’t I want to be known for discovering talent? Whether it’s an artist, writer, and/or character— If the company I’m running is doing all the discovering, guess whose comics become valuable? Guess where the best place to be is if you want to keep up with the innovation going on in the medium?

Some people believe that if someone else does well, you’re somehow doing not as well. This isn’t true. The pie isn’t a finite thing that we must fight over. Comic books have a tremendous amount of room to expand. And with the money and resources of a corporate comic book company, the possibilities are endless. Wasting your time trying to silence the competition is a short-term gain.

Image by Img2go

The Battle Plan: Marketing and Promotion

Okay, so we’ve spent a lot of money, changed how we do business, and now we need to start making this work. If the cash doesn’t roll in, we’re screwed, and everything falls apart. So the big question is, how do we get people to buy corporate comics again?

Tell the Story

The first big announcement, besides the relaunch, is why the relaunch happened and everything that has changed. Comic book fans, especially those who left, would have to be told that there have been major changes. If they just give the corporate comic books a second look, we can win back the fans. The value per dollar and the quality of the stories— This will bring back the fanboys.

Build the Readership

Readership can only be grown with exciting stories. Yes, famous artists can add a great visual style to the comics, but when the story goes nowhere, the comic is quickly forgotten. Storytelling has to be the lynchpin for an all-new era. The possibilities in a comic book used to feel endless. It has to feel that way again in the new generation. When fans inside the comic book conventions are talking about the stories again, we’ll know we’ve won them back.

Image by Pixabay

Television

Television played a significant role in the launch of Image Comics in the 90s. After Rob Liefeld appeared in a Levi’s commercial, everyone knew who he was, even if they didn’t know any of his comic book characters. Image also gave away custom skateboards with their characters on MTV’s Remote Control game show, which was popular at the time.

Too often, corporate comics have relied on name recognition alone to get the word out. Part of the problem is because they are part of a multinational corporation, no one at corporate wanted the comic book guys making a different version of their movie character popular. (You wouldn’t want the Azrael Batman to be out when a new Batman movie was on the horizon. Just like you probably didn’t want to kill off Ms. Marvel before the movie came out.)

Before initiating any of these plans, I would have to clarify to the corporate honchos that the comic book company needs dynamic marketing initiatives like the ones I mentioned from Image. This means that either the media giant puts my talent in the pipeline for interviews, gives us product placement on the corporate TV shows and movies, and allows us some flexibility in making our name, or what’s the point? If I do all this work and you leave it to die on the vine, I can’t sell a million comics a month.

Personalities

Stan Lee wasn’t just a publisher and writer; he became a comic book icon. His catchphrase, his look— It all worked together so fans could join up and be part of the Marvel experience. Rob Liefeld’s popularity helped him. I knew him way better than any of his characters. If you have seen any of my videos, you know I can handle that aspect of the gig easily, but it just wouldn’t be me.

A corporate comics company would need a few friendly faces and especially that of the talent. Public personas must be honest and genuine, but they must also be kept from serious controversy that could negatively impact the brand. Even well-intentioned promotions can go sideways and make the company look bad, so everything must be coordinated to be on-brand and positive.

Free Internet Search Engine Tablet photo and picture
Image by Pixabay

Internet Promotions

And here’s where it gets dangerous. Back in the day, advertising in print, doing interviews, and even going on television and radio was limited. On the Internet, podcasts can sometimes drag out for hours allowing someone to say something in the final minutes that gets clipped and then goes viral negatively.

These days, it’s almost impossible to keep a lid on this stuff. If one of the talent says something stupid, you need to do damage control and wait for it to blow over. Initially, the social media of the talent would be tightly controlled. The focus of the launch must be the stories and the fans. Slowly, we’d roll out the talent for podcasts and social media clips and keep things controlled by having our own weekly recorded podcast. (That way, we could edit out any potential accident leaks.)

Later, once the company was stable, we could slowly loosen the restrictions and do some live streams with the fans. The critical part would be to train all our employees to stay away from negative interactions that could hurt them and the company.

Innovative Promotions

We’re going to have a lot of extra comics during the early days, and that’s fine. I would overprint quite a bit initially because comics are very cheap to print, and the company can leverage them to its advantage. So what do we do with those extra comics? Giveaways.

Radio stations, contests, prizes at schools— Perhaps a mobile van that goes to schools the district has singled out for an excellent job. You give comics to all the middle schoolers.

Comic book retailers might balk, but the reality is we’re helping them. A kid that gets a free comic and suddenly realizes how incredible The Hulk is again is more likely to go to the comic book store to get the next issue. I’m not just talking about Free Comic Book Day; I’m talking about a regular concerted effort to get comic books into the hands of potential fans nationwide.

This is the advantage of being part of a multinational corporation that comic book companies must take advantage of. These corporate entities have representatives in every population center worldwide, especially in the United States. You just have to give them the assignment, ship the comics, and the deed is done. It costs some money, but not the millions upon millions a national ad campaign might cost.

Free Ebook E-Book photo and picture
Image from Pixabay

E-Comics

E-Comics have to be cheaper. That’s just the reality. Amazon sells hard books, print on demand, for reasonable prices, and ebooks much cheaper. Comic books need to be the same way. This is not taking away from the comic book stores. It’s growing the fanbase, so there are more potential customers for them.

If a print comic book is $4.99, then I would price the e-comic at $1.99. This is roughly the same ratio, print to digital, that Amazon does with my book, The Pineys. It would be straight-up files you could read with no frills. The focus is the story and art, not an exciting new platform where the word balloons appear and disappear in order, and there are effects and movement. That’s not comic books; that’s something else.

I would also start a small webcomics division with daily content based on the characters in the comic books. The daily comic would be free, but the library would only be accessible with one of the paid subscriptions on the site after a while. Yes, some of the comics would be pirated and passed around; that’s to be expected. That happened in print before the Internet, believe it or not. That’s a good sign when your content is good enough that people want to steal it. How many people do you think will bother stealing the wedding issue of Tony Stark and the White Queen?

Distribution

Corporate comic books need to return to the racks that people walk past daily. This used to be located at the newspaper stand, but no more. The supermarket was probably the last bastion of magazines and print, and even that is mostly starting to fade. So where do we go other than the comic book stores?

That largely depends on which corporate brand and their access to places like Walmart, Target, and other department stores. Cutting deals with mini-mart stories like 7-Eleven, Buc ee’s, Wawa, Pilot Flying J’s, Loves, etc., would also be critical. When you’re on a trip with your kid, you need something to keep them occupied. Buying them a comic book is just the thing.

Again, this isn’t competing with the comic book stores; it’s helping them. A comic book fan goes to a comic book store because they want a nice copy of an issue and don’t want to miss one. These other stores are not full of white boxes and mylar bags. You get customers interested in reading, and eventually, they graduate to the comic book store, so they don’t miss an issue. That’s how it used to work, and it can work that way again.

Conclusion

So I’ve outlined the plan; the question is: Will it happen? Very likely not. While I think profit would come within 3-5 years, it is a risk, and corporations are not known for taking them. Sadly, anyone in the pipeline to take over the major corporate comic book companies is unlikely to initiate such a plan since it would risk their job. It’s easier to keep your head down and do what the corporate guys want, even if that leads to your eventual termination for lack of sales. You can always blame the talent or the fans until the corporate guys get sick of your excuses.

But take heart, fanboys, a new dawn of crowdfunding creators has emerged. Whether it’s Comicsgate, Rippaverse, Iron Age Media, or something yet created — The medium will find a way.

At least when it all burns down, you can point to the plan and say, “See? We told you how to save yourselves!”

Until next time fanboys, see you at the con!

Check out our previous Comic-Con 101: Top 20 Reasons Feminism is Ruining Comics.

Quake II Remaster Released With New Features

Classic first-person shooters will always have a place in gaming, no matter how old they might be. There’s something fun about getting together with a few friends and blasting each other in multiplayer mayhem. One of the most influential first-person shooters that helped define multiplayer action for the genre was Quake. And if you know anything about the series, you know how fun it can be diving into matches with others. Luckily for Xbox and PC users, more Quake action is happening right now.

As of August 10th, everyone will be able to play a remastered version of Quake II. Bethesda announced the release of this new version of the game to coincide with Quakecon happening in Grapevine, Texas. Players can download the game on any of the aforementioned platforms if they have a subscription to Xbox Game Pass. The game is also available for around $10 on other platforms. But that’s not the best part of this new rerelease of Quake II.

The new version of the game will support up to eight-player split-screen multiplayer. Allowing for you and seven friends to get together for chaotic deathmatches. In addition, the rerelease of Quake II comes with both the original PC version and the Nintendo 64 port of Quake II, as well as all of the original expansions to the game and multiplayer maps. Quake II Remastered also comes with a brand new campaign made by Machine Games for players to go through, made just for this release. It’s a lot of content packaged together for a great bundle for anyone who loves Quake II or just getting into it for the first time.

For online features, Quake II Remastered has support for 16-player multiplayer matches online on all platforms. On the Nintendo Switch and PlayStation 5, the game has options for gyro controls that you can toggle on and off. The remastered version also comes with additional content that was cut from the original release, adding even more value to this new version of Quake II.

Built off the same design philosophies as the original DOOM, the Quake series helped usher in a new age of multiplayer gaming that is still present today. Quake II was originally released on PC in 1997 as a sequel to the first Quake game. It was highly praised and received by fans for its faster action and chaotic multiplayer matches that were endlessly playable. Getting together for a big LAN party with others for a series of matches in Quake was the pinnacle of fun for many back in the late 90s.

Will you be downloading Quake II Remastered on any platform? Did you play a lot of Quake multiplayer back in the day? Share your thoughts about everything down below in the comment section!

1:1 Ghostbusters Proton Pack Replica Has Huge Price Drop

After several delays, HalloweenCostumes.com‘s 1:1 Ghostbusters Proton Pack finally arrived, and … it’s already discounted. Yup, the original $499.99 price tag has been slashed by $200.

Costume Replica Ghostbusters Proton Pack Prop

Photo Credit: HalloweenCostumes.comWhy such a major slash? I don’t know. Maybe it needed to find a way to compete with other pack makers.

Although $299.99 is a steal for a 1:1 pack, you still make several concessions. Even though the original price put it higher than Hasbro’s replica, it had far fewer features. Some details are missing, and the neutrino wand does not light up. The only illumination you get on the proton pack is the four cyclotron lights.

Even then, the light effect isn’t screen-accurate or even decent. If you check out Ghostbusters News’s video review, you can see something off with how the pack looks. The Spirit Halloween replica is far better and less expensive ($249.99).

If you’re interested in picking one up for this Halloween, here are some details on the replica:

  • Molded plastic replica proton pack
  • Sturdy, length-adjustable padded shoulder straps
  • Heavy duty padded waist strap fastens w/ plastic parachute buckle
  • Neutron wand is connected to pack by flexible plastic tubing
  • Knobs on wand fit into slot on side of pack to store when not in use
  • When activated by push button on wand grip, pack lights up and makes movie realistic sounds
  • Requires 2 AAA batteries, not included
  • Phillips-head screwdriver (not included) required to open battery compartment
  • Officially licensed

One of the best aspects of the HalloweenCostumes.com pack is that it comes with something similar to an ALICE frame already connected. The Hasbro and Spirit ones did not come with this, although Hasbro had the foresight to include mounting holes and screws to add one.

What do you think of the three packs released over the past year? Let us know in the comments section below.

[Source: HalloweenCostumes.com]

Sentai To Bring Anime Film ‘The Tunnel to Summer, the Exit of Goodbye’ To North America

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The award-winning supernatural romance anime film ‘The Tunnel to Summer, the Exit of Goodbye’ was released in Japan in the Fall of 2022 and is now coming to the United States. Produced by the Japanese film studio CLAP, the movie is directed by Tomohisa Taguchi and is based on the 2019 light novel series by Mei Hachimoku and the illustrator Kukka.

Sentai Filmworks announced that they would be bringing the movie to North American theaters for a limited release.

“Ready for a breathtaking cinematic experience, anime fans? We are too, and that’s why we’re here to remind you that The Tunnel to Summer, the Exit of Goodbyes movie is coming to theaters. The film from director Tomohisa Taguchi just had its North American premiere at Otakon (July 28-30, 2023) in Washington, DC,” they said in a statement.

You can watch the trailer below:

The movie won the Paul Grimault Award at the 2023 Annecy International Animation Film Festival.

Anime Planter describes the synopsis as follows,

“Tono Kaoru heard a rumor: The laws of space and time mean nothing to the Urashima Tunnel. If you find it, walk through and you’ll find your heart’s desire on the other side…in exchange for years of your own life. On the night Kaoru just so happens to find himself standing in front of a tunnel that looks suspiciously like the one the rumor describes, he finds himself thinking of Karen, the sister he lost in an accident five years ago. To Kaoru’s surprise, he’s been followed by the new transfer student Anzu Hanaki, who promises to help him experiment with the mysterious tunnel–but what does she want from Kaoru in exchange? And what will he have left to give, after the tunnel’s done with him?”

The Japanese publisher Shogakukan released a four-part manga version of ‘The Tunnel to Summer, the Exit of Goodbye’ that was illustrated by the artist known as Koudon in 2020.

Indie Animator Targeted By Hollywood For Using AI Voices

Yesterday morning I woke up to discover a new animation from a YouTuber I’d never heard of before in my feed. It was created by Eagan Tilghman and titled Scooby Doo, Where Are You? In… SPRINGTRAPPED!.

The animation in question is quite good. I really enjoyed it, even for someone who isn’t a Five Nights at Freddy’s or Scooby-Doo fan.

Tilghman used Blender to create a Rankin Bass-styled Scooby-Doo cartoon. He captured the goofs and oddities found in many stop-motion projects of the era.

However, the drama soon followed this cartoon which currently has 464k views. Tilghman had offended the Divine Church of the Hollywood Creatives. As it is written, he had sinned and must be dragged on social media.

So, what was his “sin,” according to SpongeBob SquarePants‘s director Jay Lender and voice artist Grey Griffin? Eagan Tilghman used AI voices to recreate the cast of the 1969’s Scooby-Doo, Where Are You! Ah, yes. A young artist can’t make a fun animation anymore without Hollywood chastising and threatening to blacklist him.

In the Twitter thread, Lender takes out his frustration with current parody laws and the 2nd Amendment (for some reason) on Tilghman. He loops in Mindy Kaling and Gray Griffin, but only Griffin responds.

Considering Mindy did not provide the voice for Velma in the original Hanna-Barbera cartoon, what was the point of this? Griffin was also never a part of the initial three-season run of the classic show. This seems like Lender wanted names associated with the current versions of the IP to jump in, but for what purpose?

https://twitter.com/JayLender1/status/1690428145269383168?s=20

https://twitter.com/GreyDeLisle/status/1690489090389532672?s=20

https://twitter.com/Eagtab/status/1690751546974449664?s=20

In case Lender and Griffin decide to take down their tweets, here are the screenshots of them:

Credit: Twitter
Credit: Twitter
Credit: Twitter

Tilghman updated the description of his YouTube short to include the following disclaimer regarding the AI voices:

A.I. DISCLAIMER: I am not a fan of AI. The only reason I used AI voices for Fred, daphne, Velma, and SG Kluger is because I can’t really afford to pay a ton of voice actors ATM, and it’s also difficult to find impersonators for the gang other than shaggy and Scooby. This isn’t intended to make money, it’s honestly created as a portfolio piece and giant joke that took me way too long to animate. so I just used AI considering I’m a one man team and don’t have the means for many voice actors at the moment. If it counts for anything, the rest of the video is painstakingly designed, modeled, textured, animated, lit, rendered, edited, composited, and posted all by me, 1000% from scratch by hand with nothing other than my own brain and creative drive doing the work. I even learned to do a Scooby impression so I could voice Scooby myself! I have some original shorts in the works and I plan for those to be completely AI free, so consider this video a launch pad for my Patreon and my work so that i will be able to bring on more talent in the future. Thanks for the support everyone, it’s very much appreciated. This is a fan animation. I do not own the rights to any of the content in the video. Fair use permits the commentary, criticism, or parody of a copyrighted work without having a license from the copyright holder.

The animator could have gotten people to provide voice lines for a small fee or even free. However, he doesn’t have to, and that’s what is driving this harsh reaction. Writers and actors are upset that the current rules don’t hinder people from creating parodies using AI-generated voices or spliced audio.

What do you think of the situation? Let us know in the comments section below.

[Source: YouTube] [Source: Twitter]

Super7’s ThunderCats Cats’ Lair Campaign Is Funded!

Super7’s ThunderCats Ultimates Cats’ Lair crowdfunding campaign has reached its first goal! The 36″ tall playset is getting made!

There are still two more tiers that can be unlocked, but unless you really want a lab set and translucent Lion-O, what’s the point? Potential backers will have until September 17th to join in. The Cats’ Lair is expected to ship by October 2024.

As we reported last month, the campaign needed 3,000 backers at $650 a pop to get this massive playset off the ground. I’m actually surprised that it met the first goal, because it feels like demand for the ThunderCats Ultimates line has died down significantly over the past few years.

Regardless, I’m glad it is being made because I’m all for highly detailed playsets and action figures. I’d love to see Super7 get the Star Wars, Star Trek, and Ghostbusters licenses someday. If for no other reason than to shake things up in the collectors’ toy market.

Bring Third Earth into your home with this epic crowdfund! In collaboration with our friends the Berbils, our crack design team has created a monumental ThunderCats™ ULTIMATES! Cats’ Lair playset! At over 36″ tall, 33.5″ deep when open, and 53″ wide when open, this mighty fortress is sized to accommodate your 7″ scale ULTIMATES! Figures. It’s chock-full of hidden defense weapons, has special lighting effects, and unfolds to reveal a command center, removable control pods, the ThunderTank maintenance hangar, a hidden weapons room, and so much more! You’d have to travel to Third Earth to find anything close to rivaling this mighty ThunderCats fortress- save the time and expense of interstellar travel by funding this playset and all the extras, and bring the ThunderCats home!

Pixel Dan checked out the playset at SDCC this year. Check out the video below:

If you’re like me and weren’t super into LJN’s ThunderCats toys in the 1980s, you may have missed out on the original Cats’ Lair playset. It was massive in its own right and had some play features that were present in only a few other toylines, like Captain Power.

Laura Legends’s video on the original 1986 Cats’ Lair is something you should check out:

[Source: Super7]

Review: The Meg 2 The Trench – This Shark Is Confused

It’s not often you come across a movie that ends up being terrible. Sometimes, movies just don’t click with you for any number of reasons. It can be due to a lackluster story, terrible effects, bad acting, or even a combination of everything. The Meg 2: The Trench is a bad movie that has some good elements in it, but ends up being a lackluster experience that is confused as to what kind of story it wants to be. One honestly cannot tell if The Meg 2 is trying to be a movie similar to JAWS, Jurassic Park, or any other generic action movie. And unfortunately, it tries to be all three and ends up failing at all of it.

The Meg 2 The Trench takes place around five years after the events of the first film. Jonas Taylor, played by Jason Statham, works with Mana One in fighting ecological crime in the ocean while also helping to explore the area underwater known as the Mariana Trench. A giant shark, known as a Meg, is raised in captivity at Mana One in hopes of studying the creature and learning more about the Mariana Trench and its wildlife. While Jonas and a team of divers go out to explore the Trench, the Meg breaks out and follows the team out to deep sea and groups up with other Megs hidden in the area. As the team explores, they discover a hidden underwater base that is mining rare earth materials without anyone’s knowledge. While looking for the truth, things go sideways due to sabotage and betrayal from within Mana One, causing Jonas and his team to fight for survival against the Megs lurking underwater.

The overall setup of The Meg 2 seems alright at first but quickly goes off the rails with so many plot points and characters getting thrown into the mix. The movie would’ve been far better had it focused on the premise of Jonas and his team trying to escape the Megs underwater after things are sabotaged. But unfortunately, the plot brings in multiple things that have nothing to do with The Meg that take up a lot of space within the movie, including other monstrous wildlife like a giant octopus that appears with no real explanation. The first part of the movie is about the underwater facility that’s discovered, while the rest of it takes things to land and totally jumps the shark with its plot, pun intended.

The action you see in The Meg 2 is hit or miss in many scenes. A lot of the CGI effects with the giant sharks can often be difficult to see, mostly due to low lighting and quick cuts that don’t let you take in the visuals of the monstrous predators. This is offset by many scenes involving Jason Statham fighting mercenary bad guys and gun fights that are littered throughout.

It’s not too often that these moments coincide with The Meg, where we see the sharks start eating people, at least until near the end. By that point, the movie begins to go so over-the-top with its logic that one might not even care what is happening. There are people getting attacked by the Megs, a group of mercenaries hunting down our heroes, dinosaur-like lizards running around attacking people, and a giant octopus coming to the surface. All of that makes absolutely no sense together and feels incredibly unbalanced and shallow in the movie.

Much of this is made even worst by some of the performances of the cast. While Jason Statham plays the same rugged hero he always plays in every movie, everyone else feels just as shallow and one-note in the worst way. Some characters feel like they’re pulled out from other movies and stick out terribly with their lines of dialogue, often feeling like poor attempts at making one-liners.

While the calmer moments between Wu Jing and Shuya Sophia Cai (who play Jiuming and Jonas’ stepdaughter Meiying) are good parts, they’re completely overshadowed by everything else that works out terribly. Page Kennedy as the engineer DJ stands out as one of the most annoying characters in the movie, with moments that are intended to be funny but end up coming off as awkward and completely out of place. The humorous bits with his backpack having various tools he needs by the end feel tacked on, as if they were last-minute additions to the story to break up the action. At the beginning of the film, he feels like a completely different character than what he is at the end, and not in a good way.

The rest of the cast is as forgettable and mediocre as you think. The explanation for why certain things happen, as well as the sabotage, are quickly glanced over and not detailed. It feels like another detail that was added at last minute before rushing the plot towards the big action scenes at the end. Characters that are relevant to this are quickly shoved out of the plot by the time things get crazier with the climax of the story, making their presence in the movie feels like a waste of time. The big baddie who is responsible for many things is dealt with in a very haphazard way that feels poorly thought out, especially when it could’ve been done a lot cleverer and in relation to the Meg itself.

The Meg 2 is not a good movie, and even worse as a sequel. While it has some noteworthy moments here and there, they’re unfortunately not enough to make the time to watch this movie worth it. The story is all over the place, the characters are forgettable, and the special effects only go so far as to be decent. There are better movies out there that are either shark-related or walk the same line as those with prehistoric beasts terrorizing humans. The Meg 2 is honestly a giant loss that you’re better off avoiding in comparison. Nothing great to see in these waters.

What do you think of The Meg 2: The Trench? Are you a fan of sharks or movies about sharks? Tell us your thoughts about everything in the comments down below!

FE Masterworks Is Making High-End ‘Star Trek’ U.S.S. Enterprise Replicas

If Polar Lights Star Trek models aren’t cutting it for you, FE Masterworks has something that will. Just make sure that you’ve got tens of thousands of dollars in your bank account!

The Motion Picture version of the U.S.S. Enterprise is priced at $15,000, while The Next Generation Enterprise is $17,000. The Excelsior sits in the middle at $16,000.

The replicas measure close to or exceed 3′ in length. All three will feature lights and sounds.

Yes, each ship will also feature the Aztec patterns that look to be done with different shades of pearl paint. Trust me; this makes a considerable difference in Star Trek models.

There’s no doubt that the photos show off some great-looking replicas of the 1701-A, 1701-D, and Excelsior. However, we have a lot of questions that are left unanswered by Factory Entertainment.

Photo Credit: FE Masterworks
Photo Credit: FE Masterworks
Photo Credit: FE Masterworks
Photo Credit: FE Masterworks
Photo Credit: FE Masterworks
Photo Credit: FE Masterworks
Photo Credit: FE Masterworks
Photo Credit: FE Masterworks
Photo Credit: FE Masterworks

I do have to point out Factor Entertainment’s lack of information regarding each ship replica. The pages asking you for $500 down payments offer up almost no details about the $15K-16K models.

These are pre-orders with zero delivery window listed. The FE Masterworks order and payment process details don’t help.

Work on the Enterprises and Excelsior won’t start until three orders are received. From that point, it could take up to six months to finish each one. Before work starts, customers must supply a 50% “production deposit.”

Remember that the cost does not include shipping and won’t be calculated until the replica is ready to ship. Oof.

I appreciate the craftsmanship that goes into models of this scale. Still, I’d be very wary of putting money down when a company like Factory Entertainment is giving us very little info in return.

[Source: FE Masterworks site]

Don Bluth To Publish His First Children’s Book And More Projects Are In The Works

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Beloved American film director, production designer, video game designer, animation instructor, and animator Don Bluth has been working on his first children’s book, set to be released Christmas 2023. Don Bluth is best known for directing such animated movies including Banjo The Woodpile Cat (1979), Secret of the NIMH (1982), An American Tail (1986), The Land Before Time (1988), All Dogs Go To Heaven (1989), Thumbelina (1994), and Anastasia (1997). He was also involved with the creation of the Dragon’s Lair video games.

Don Bluth’s first children’s book is entitled Yuki – Star Of The Sea. He drew, wrote, and painted the whole story himself. Bluth first attempted to color the artwork digitally, but in the end he felt it just was not looking quite right, or the way he wanted it to. So back to traditional painting he went, preferring to use gouache as the medium. Gouache is similar to acrylic paint.

The description of the story is described as this:
Yuki, star of the sea, is a delightful story of a little whale who loves adventure. Who always gets in trouble. Against mama Orca’s warnings, he swims too close to the shore where he is captured and taken into a world of entertainment. There he does tricks in a tank in Mexico. Hundreds of people buy tickets to see this fabulous little whale. Hollywood cashes in on Yuki’s popularity and contracts him to play a part in a film about a whale who is homesick and longs to go home. So well does Yuki play the part that it makes him homesick too. Ah, but Hollywood won’t let him go. Yuki has become a great star. He is worth millions.

Children from all over the world write letters to the director of the film begging him to return Yuki to the sea. Finally the director caves in. The whale is put in a plane and flown back to Iceland’s cold bay and there he is welcomed into the arms of his family – and friends.

There will be 32 pages with 34 gouache paintings.

Here are pictures of some of the characters from Yuki – Star Of The Sea:

Goldfish (Carassius Auratus)
Squid (Mollusc)
The Crab (Crustaceans)
Pincushion (Sea Urchin)

In announcing this new book comes the other announcement of creating a new company called Don Bluth Studios, LLC. The goal of this company is to create new characters, new ideas, and new cartoons. According to the website, fully animated ideas will be pitched to television networks and online streaming services. They want to be as transparent as possible, showcasing and updating the public with concept art, pencil tests, model sheets, animatics, and more.

Last year, Don Bluth published an autobiography, sharing the story of his life and the many stories of his years in animation. You can purchase the book by clicking here on Amazon or wherever books are sold.

What do you think of Don Bluth’s newest, and first ever, children’s book? Do you think you will check it out when December comes? Are you excited to see what new animations will be shared by the new Don Bluth Studios, LLC? Let us know what you think!

Review: Baldur’s Gate 3 – Hardcore Adventuring

Fantasy role-playing games are a dime a dozen in video games. But very few of them that get made are as deep or intricate as the very few that manage to become incredibly popular. Often this is due to a lot of inspiration coming from the classic fantasy tabletop RPG Dungeons & Dragons, where creating a unique character and stats determined by the roll of dice lead to epic adventures for players. Baldur’s Gate 3 (for PC and consoles) is the third entry of the series that takes nearly every element of a DnD campaign that people love and puts it into video game form. Though it manages to be epic in scope and highly detailed in ways few other RPGs achieve, Baldur’s Gate 3 is not without a few stumbles that hold back an otherwise incredible role-playing experience.

Just like in DnD, you create a character and pick it out from a wide selection of classes and traits that make your individual character feel unique. Between the choice of races, combat classes, body structures, and much more; Baldur’s Gate 3 really goes far with letting players play with many different combinations in creating a hero. You might spend a long while picking out each individual trait for a character, which may or may not become significant in later portions of the game. Something small about your character might end up being a thing that affects circumstances or options you have open to you at a given moment, or even give you a variation on dialogue. It’s details like this that really push the idea of playing a role in this world incredibly far, which is at the heart of something like Dungeons & Dragons.

Because there are so many options and traits to browse through, it can feel like Baldur’s Gate 3 throws a lot of information at you early on. Most of the time, the game doesn’t do a great job of streamlining players into certain aspects of gameplay, especially when it comes to factors that determine battles or affect how other characters perceive you. In some cases, you might end up ruining a relationship with a certain faction simply because you had a specific character in your party or you chose a specific race for your own character.

The game doesn’t always explain that things like this can happen, which might cause you to stumble into situations you would otherwise not intend. The same can go for how you approach battles or interact with objects in the environment. You’ll have to often experiment or take time away from whatever task you’re doing to see how far you can go with certain actions in and out of combat, mostly because the game never makes it clear what you can or cannot do in some instances.

But what about the story in Baldur’s Gate 3, what is the campaign you’re playing through? Your character, and an ensemble of others you meet on your quest, are infected by a parasite from mind flayers that take you captive. After things go very wrong, the ship you’re on crash lands and scatters you and other captives all over. After meeting up with a few allies, you’re tasked with finding out more about the mind flayer’s parasite, how it’s connected to the evil army, and your place in the fate of the world around you. Although that’s a very simplified version of the main plot in Baldur’s Gate 3, there are so many things that happen alongside the main quest and build out the world you adventure through. The writing for nearly every part of Baldur’s Gate 3 is high quality, with many different permutations of the same situations you might find yourself in. And what’s more is that a lot of it can change based on so many different factors, not just the decisions you end up making along the way.

While the writing and overall visual presentation of Baldur’s Gate 3 are absolutely fantastic, the gameplay is where things start to suffer from bad luck. Exploring and getting into combat is what you might expect if you’ve played other fantasy role-playing games that are inspired by a DnD system. Playing on either mouse & keyboard or gamepad will have different controls that may or may not work out well for some players. You honestly have to get a feel of both styles to figure out the most comfortable way to play. For some, fantasy RPGs on PC are meant to be played with a mouse & keyboard for things like key bindings and screen organization. For others, however, using a gamepad will feel natural and allow for better control over the camera and other specific abilities. Both styles have their pros and cons, but it comes down to which you feel the most comfortable using for a long period of time.

The overhead view lets you see the battlefield when things get dicey, with all of your characters and their abilities displayed in menus to pick from. Attacking foes or utilizing your surroundings is the key to victory, which more often than not will require you to think outside the box to gain the upper hand. Although you’re not always able to go in swinging widely, mostly because of how important stats are in determining the outcome of rolls. Nearly every aspect of movement, fighting, exploring, and dialogue exchanges is determined by dice rolls, which is similar to a real DnD campaign.

Often this works out very well based on stats for your character and the rest of your party, but it can also lead to some unintentionally disastrous results. Sometimes bad luck will be the determining factor of outcomes and just how difficult some battles end up being, especially when your rolls are very poor in comparison to your enemies. Often this can be very frustrating in most scenarios when you feel you have a grasp on a situation, only for things to go very wrong moments later from something that rolled in favor of your opponents.

And that leads to one of the biggest and most divisive issues with Baldur’s Gate 3, saving and reloading. Often referred to as save scumming, you might find yourself frequently reloading saves when things go sideways. For some, this isn’t an issue in a role-playing game like this. However, the constant need to reload saves when something goes wrong in a battle or dialogue exchange heavily impacts the immersion and flow of the gameplay. This can also happen often after reloading because of how wildly inconsistent Baldur’s Gate 3 can be with the outcome of scenarios, especially those that require dice rolls for different actions.

Most unfavorable outcomes and events feel completely out of your control and at no fault of your own. Luck is such a big factor with so many things in Baldur’s Gate 3 to a fault at times. You might be talking to a character and need to roll dice for a specific option, only to roll a 1 on the dice and critically fail regardless of your stat and boosts. That might be a common thing in Dungeons & Dragons, but it often feels like a cheap jab that spontaneously happens at the worst times in Baldur’s Gate 3, with no reason behind it.

And yet, save scumming can also be the product of other issues that arise in Baldur’s Gate 3. The game suffers from a number of bugs and glitches that can pop up as you go about your adventure. Some areas will experience texture pop-in and a few collision detection issues that aren’t a huge deal, they end up being more of a nuisance than a big problem. However, some bugs you run into during combat and certain dialogue scenes will cause the game to lock up and force you to reload a save. This can happen a lot in various sections of the game and often occurs during critical battles when trying to complete a quest.

One example of this would be a character whose turn comes up in a battle, but the menus on the screen are stuck as the ones you would see during a conversation. This leaves you unable to select other options or end their turn, with other prompts on the screen being completely unresponsive. When something like this happens, you have to reload a previous save because there is no way to move forward. Bugs like this can happen suddenly and really impact your game in the worst way possible, which might cause you to lose out on a significant amount of progress.

Another major bug you might run into with Baldur’s Gate 3 is with the companion A.I. during movement. You might be exploring an area, or sneaking around enemy territory in stealth, and your allies will have very erratic movement. Sometimes they’ll randomly go along paths away from the party, or try to move through hazardous areas despite being given a path to avoid them. This becomes a major problem when you’re trying to get an advantage on foes through stealth or be careful with your placement before a major battle. Issues like this can often be addressed by splitting up the party and individually moving each ally, but this can drastically stretch out the time you spend dealing with a given scenario.

If you’re someone that loves to play fantasy role-playing games with a deep level of detail, then Baldur’s Gate 3 will be an experience that one can definitely recommend. But this isn’t a game that everyone can easily jump into, especially if you’re not accustomed to DnD-style gameplay systems. For all of its faults, there is a lot of value in here for those willing to stick around for the long haul. Baldur’s Gate 3 requires you to have a lot of patience and understanding of its many aspects to get the most out of the vast world you’re dropped into. And if you’re able to give it the time and open mind to understand how things work, you’ll find yourself getting immersed in a rich fantasy role-playing experience.

What do you think of Baldur’s Gate 3? Are you a big fan of Dungeons & Dragons or fantasy role-playing games? Tell us your thoughts about Baldur’s Gate 3 in the comment section down below!

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