• Newest Comic
  • About
    • Synopsis
    • Characters
    • Authors
    • F.A.Q.
  • Archive
    • Comic Archive
    • Blog Archive
  • Links
    • Press
    • Connect
    • D. Bethel’s Work
    • Contact
    • Friends of Long John
  • Shop
    • Online Store
    • E-Books
  • YouTube

Long John

Losing Every Thing Changes Everything

Respecting the Bones

Dec02
by DBethel on 2 December 2014
http://www.longjohncomic.com/audio/JoshTalk01.mp3

Podcast: Play in new window | Download

With “Save the Bones” wrapped up in all of its oblique glory, I decided to celebrate.

Recently, I sat down with Josh (across the internet, that is) and recorded a long chat with him that I will be breaking up into more consumable segments. The first of which was released as a portion of my weekly nerdy/geeky discussion podcast that I make with another good friend (my nerd co-dependent), Seattle’s Gamer Viceroy & Quizomancer, Andrew Asplund, titled A Podcast [ , ] For All Intents and Purposes. This was a part of the mildly Thanksgiving-themed episode and the interview starts around the 7:30 minute-mark.

↓ Read the rest of this entry…

 Comment 

Think Like Amano

Nov17
by DBethel on 17 November 2014

One of the first artists I was introduced to through popular culture was one whose name I didn’t know for a few good years. Naturally, for nerds of my generation, it was an artist for a video game. Being that this artist was a concept illustrator for a Japanese-developed video game during the reign of the Nintendo Entertainment System (NES), credits weren’t readily given lest the player strengthen his or her resolve and beat the game.

My original copy of Final Fantasy (1)'s instruction book.

My original copy of Final Fantasy (1)’s instruction book.

Yoshitaka Amano is a Japanese artist who rose to fame as the illustrator and cover painter for Vampire Hunter D, a series of popular fantasy novels published in Japan (and crudely translated into English about a decade ago). At some point, he was hired by Squaresoft––a video game publisher––who was at the end of their ropes, fiscally. They figured they could make one last game and, were it good, it would save the company or, were it bad, it would sink it. They decided a turn-based, fantasy role-playing game would be the game to make. As a jest, because of their dire financial straits, they dared to name this game Final Fantasy because, quite literally, it could have been. Amano was hired to do conceptual art, character and creature designs. Though heavily digitized to work with the limited 8-bit, 25-color (at a time) NES, Amano’s very unique style––flowing, dream-like, organic––still came through in the game. It even became more prominent with the release of the Super Nintendo and Final Fantasy IV and Final Fantasy VI (originally released in North America as Final Fantasy II and Final Fantasy III, respectively). Though I didn’t realize it was also Amano at the time, but the popular fantasy anime, Vampire Hunter D (based on the novels), had become a favorite movie of mine as well (just to be clear, both Josh and I were figuring out this mystery together).

It's safe to say aspects of Amano's Vampire Hunter D art influenced Hellrider Jackie.

It’s safe to say aspects of Amano’s Vampire Hunter D art influenced Hellrider Jackie.

While on a trip visiting San Francisco in the mid-nineties, I somehow ended up in a Japantown bookstore. While there, I found a published collection of Amano’s work, called Maten (translated, it means “evil universe”), that had some of his Vampire Hunter D illustrations (all figured out through good guesses and conjecture, the book was completely in Japanese). The book was published long before he did his Final Fantasy work, and I don’t exactly remember when Josh and I put this book (and his Vampire Hunter D work) together with his Final Fantasy work, but that book became an artistic bible for us; however, for me it was more about learning to appreciate Amano’s aesthetic––what it can do and mean––rather than trying to figure out how it was done.

My meager collection of Amano books.

My meager collection of Amano books.

Amano’s work became hugely influential for Josh and me, though it has since manifested in our art in different ways. For me, though my style carries little evidence of his influence, his art really opened up my idea of what illustration could be. Being a big fan of the hey-day of American illustration with the stylized but realistic oils of people like N.C. Wyeth, Howard Pyle, and J.C. Leyendecker, Amano was anything but that norm, but he was doing the same thing. All of them capture the essence of character, scene, and story in a single image, giving the reader a primer for the world created in the mind as a story is read (or played). This is especially helpful for the games of the NES and Super NES era when graphics––though improving––were still primitive and representative unable to generate the veracity of modern gaming machines.

Final Fantasy VI's opening scene.

Final Fantasy VI’s opening scene.

Amano's interpretation of the same scene.

Amano’s interpretation of the same scene.

According to Amano, traditional narrative illustration could also have elements of the surreal, of the abstract, of the impressionistic. Rather than simply being literal representations of clothing, scenes from novels, or magazine covers, illustration could have interpretive value, even if that meaning is hard to figure out or even uncomfortable to look at. The best way to describe Amano’s influence on my work and how I approach art is through a series of promotional materials he created for his first exhibition in New York. A series of prints highlighted the name of the show, “Think Like Amano,” with each carrying a different absurdist tagline. I spent too much money and got a full set of the prints, and I ashamedly admit that they sat in a tube for over a decade (last year, one finally got framed and is now proudly hanging in my office at CSU, Sacramento).

The Framed "Think Like Amano" print hanging in my office.

The framed “Think Like Amano” print hanging in my office.

The hooks of Amano’s work, for me, is that it is incredibly out of time and place. For a Japanese artist working in the Japanese gaming and animation industry in the 1980s and 1990s, I’m sure he felt, if not the pressure, the presence of what is ostensibly the “industry style” that most Americans consider to be “anime”: big eyes, big heads, spiky hair, lithe bodies and hip clothing. Were I to place an Amano print in front of someone who had no idea about Amano or Final Fantasy (Amano was also the character designer on the classic anime series, Gatchaman, which has been released in America as both Gatchaman as well as Battle of the Planets and G-Force) I would bet the viewer would not be able to tell me the art’s country of origin. As influenced by Alan Lee as he is Gustav Klimt, Yoshitaka Amano instilled in my developing brain that just because you’re working in a specific time, culture, and genre doesn’t mean you have to follow the expected rules of imagery and storytelling.

 Comment 

The Story of the Hellrider

Nov07
by DBethel on 7 November 2014

This is the first post in a short series that will discuss the growth of Hellrider Jackie as a character over the years.

As I’ve hinted at before, Hellrider Jackie is a character––in concept––that has been around longer than Long John (but not longer than Eben07, technically).

Believe it or not, it all started from this:

The original Hellrider Jackie (then known as Hellrider Jack).

The original Hellrider Jackie (then known as Hellrider Jack).

This is a children’s meal toy the fast food chain, Jack in the Box, released in 1997 a collection that has the chain’s eponymous “Jack” doing a variety of interesting things that may seem out of character for a guy with a large, spherical head.  Somehow, Josh and I got a hold of the figure above. For some reason,  we got a huge kick out of this little figurine one afternoon. Being the creative people that we are––and, being the very bored kids at the end of our high school careers that we were––we each took turns making up stories about this motorcycle-driving Jack.  One day, we were sitting around playing video games and one of us was playing around with this toy, narrating his thrilling adventure out from the depths of a literal hell, and––bursting forth from the grasp of Satan’s flames––one of us said something to the effect of, “…and here comes––Hellrider Jack!”

This name cracked us up and we laughed on it for a good while.  After that, the name stuck with me even as the fast food iconography fell away, and I have worked the character into many fictions I have dreamed up over the years.

The first major implementation of Hellrider Jack was when Josh and I, in high school, decided we were going to make a Japanese-styled role-playing video game not dissimilar from major titles at the time like Final Fantasy, Chrono Trigger, the Seiken Densetsu series (most notably, The Secret of Mana for the SNES here in the US), or Dragon Warrior.  I got caught up in creating the characters and world-building and was able to work in a character named Hellrider Jack who was a former valiant knight who––for reasons forgotten––became disgraced and was forced to wear a cursed mask constructed a human skull.  He rode around on a robotic horse and became a legendary figure.

Hellrider Jack. Pencil, 1999.

Hellrider Jack. Pencil, 1999.

Despite being written as a man for a fantasy setting, there are fundamental underpinnings that carry through to Hellrider Jackie as she is today, though it wouldn’t be for awhile until Hellrider Jack became Hellrider Jackie as we now know her.

 Comment 
  • Page 92 of 96
  • « First
  • «
  • 90
  • 91
  • 92
  • 93
  • 94
  • »
  • Last »
Privacy & Cookies: This site uses cookies. By continuing to use this website, you agree to their use.
To find out more, including how to control cookies, see here: Cookie Policy
  • Newest Comic
  • About
  • Archive
  • Links
  • Shop
  • YouTube

©2014-2023 D. Bethel | Powered by WordPress with ComicPress | Subscribe: RSS | Back to Top ↑