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Long John

Losing Every Thing Changes Everything

Sketch Fridays #03 – Long John Development Sketches

Oct24
by DBethel on 24 October 2015
Various preliminary sketches for chapter 1 designs. Click for larger version.

Various preliminary sketches for chapter 1 designs. Click for larger version.

A busy week (with a busy Friday) made this week’s Sketch Friday a bit tardy, but it is still here. It’s all well and good, because this week’s sketch is a bit of a copout, I’ll admit, though I hope it carries interest for some. These are some early design sketches from chapter 1 of Long John, focusing around the design of sheriff Spencer, whose development I’ve discussed before. These were done before I started drawing pages at all, but I knew the sheriff would be an important character early on, so I chipped away at his character slowly over time.

By this point, I had a pretty good handle on the style I was going to use for Long John, but I still wanted to play around with the boundaries I could push the style, hence the cartooniness of the Long John drawing.

I must have been drawing this while watching through Sanjuro, a 1962 Akira Kurosawa that was an ostensible sequel to his 1961 Yojimbo (arguably my favorite movie––I wrote about Kurosawa’s influence on the comic in the Primer.). I don’t enjoy Sanjuro as much as I do Yojimbo––it amps up the comedy quite a bit, despite having an amazing finale––but the Kurosawa kept the titular protagonist basically the same in the sequel. Both movies are interesting meditations on violence and how it’s used: as a tool, as emotion, as reaction, etc., and that’s an important aspect of Chapter 1 of Long John, I would argue.

In the interest of full disclosure, I probably wrote that line down because I wanted to steal it for the comic, which still sounds like a good idea. Keep an eye out for that in the future.

——————

In other news, with the help of Phil “Frumph” Hofer, I was able to get the website whipped back into shape, so there are some new tweaks, but it should, overall, work and look the same.

As for new pages, they are coming along, expect an update along those lines soon. However, I’ve been blindsided by how busy work has made me and it is quite a frustrating thing trying to balance the two. But Long John is moving forward albeit with much private cussing and further apologies on the horizon. Thank you again for sticking with me.

1 Comment

Sketch Fridays #02 – Metal Gear Solid V: The Phantom Pain

Oct16
by DBethel on 16 October 2015
Big Boss & D-Dog from Metal Gear Solid V: The Phantom Pain

Sketch Fridays #02: Big Boss & D-Dog from Metal Gear Solid V: The Phantom Pain (click for larger version)

It’s no secret that I play games and like to think hard about them on occasion.

I’ve been playing video games for longer than my current students have been alive, and realizing simple facts like that really give me pause about what I’ve gotten out of playing games––and thinking too hard about them, on occasion––for so long.

Given my upbringing––and this may come as a shock, given my occupation––I was not a reader. I didn’t regularly read books for fun until my twenties. Up until then, my literature were narrative-heavy games. I subsisted on role-playing games back when even they carried a stigma within the console game community (“Why would you play a game that you have to read?”). I like the stories well enough, but what these long, text-heavy games provided were diverse, interesting characters. While most of my impressionable years were made up of long-play RPGs, mostly those made by Squaresoft (as it was called at the time)––Final Fantasy, Chrono Trigger, Secret of Mana, etc.––in my late teens I was introduced to a character (though “lineage” may be a better word for it) for whom “complex” doesn’t even begin to describe.

With the release of Konami’s Metal Gear Solid for the Playstation, I was hooked right away. I had tangential acquaintance with the series (there were two official games released beforehand, with only a shoddy port of the first one coming to the Nintendo Entertainment System in the mid-’80s), but this basically was an chance to go into a series blind, with no expectations nor biases.

Metal Gear Solid is a series based, in one sense, on espionage and stealth. Every game has been a corker with regard to story, characters, and experience. The plots are tangled and tense and the set pieces are cinematically told, giving the player a strong sense that what they’re doing is important, and not only because the game tells them it is so, but because it feels grand in the truest sense of the word.

On the other hand, the games also bounce in and out of complete and utter absurdity, to the point of nearly breaking the narrative and, thusly, ruining the experience.

The newest release in the series (and, most likely, the last one because the series creator and director, Hideo Kojima, has left Konami, who owns the series) capitalizes on both of those aspects and amplifies them. The player controls “Big Boss” (alternatively “Venom Snake,” alternatively “Punished Snake”…you probably get a sense of why all of my characters have at least three names), a mercenary leading his own paramilitary force as it tries to do good across the globe despite all the things the evil governments (and shadow governments) are forcing him to do through ultimata and duplicity.

Introduced in Metal Gear Solid 3: Snake Eater (even the title hints at the thematic friction), he is a good guy driving to the other side of the line, redefining in the process of what “good” and “bad” mean in the notoriously gray world of espionage and conspiracy. He is immensely sympathetic and interesting (in the new game, he is sparingly voiced by Keifer Sutherland, for what it’s worth). That all sounds great, and it is great.

And then you shoot a dude with your rocket hand.

Or make your horse poop on command.

Or put on a chicken hat because the mission becomes too difficult.

Or, when you punch someone with your prosthetic robot hand, it makes the $6m Man sound.

It’s as ridiculous as it is profound.

With this week’s Sketch Friday––though quick and messy––I really wanted to try to capture that imbalance. You can raise a dog and, eventually, take him with you into the field. D-Dog, or DD as he is called, is a valiant companion and adds some much-needed levity to the very serious game. Balance that with this absurd, but violent, robot arm and a balance is struck. The dog in an espionage-action-conspiracy game is absurd, but it’s grounding and lends a humanistic touch to what could be a very cold game. The robot hand is absurd in its own way, but represents that coldness and brutality that the character must perform to advance through the game.

It’s a fun game and I’m excited to finally see this series to its end after starting with it so long ago with the first release.

______________________

Things are clearing up in my schedule for the first time, but for a short time. I will be drawing incessantly during this downtime, so you can expect some new pages soon, pushing toward the close of chapter 2! Thank you again for your patience.

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Sketch Fridays #01 – Grading

Oct09
by DBethel on 9 October 2015
Sketch Fridays #01: Grading Click for bigger version

Sketch Fridays #01: Grading Click for bigger version

It has been a veritable wasteland here at Long John, and I apologize for it. It has been alternately busy and rough here at house Bethel since the summer. What’s holding up new pages now is basically time. I’m in the middle of grading my first batch of papers and it is always the least fun part of teaching English. The good news is that the rest of chapter two is has layouts and the first several pages are in various states of being drawn (I like drawing a bunch at once) and progress will be made as soon as these papers are returned to my students.

Because of that, I have been slow on blog posts as well. So, I have decided to come up with a remedy: Sketch Fridays!

I have created a challenge for myself to make a drawing with an accompanying blog post every week––on Fridays––that will at least keep fun content up on the site until new pages are ready to be posted and through them as well. The subject will vary widely––perhaps cartoons illustrating what’s been going on in my life to drawings of characters I like to, perhaps, Long John design sketches. It’s up for grabs because it’s the weekend!

So, to illustrate my current situation at the start of Sketch Fridays, I present you a basic approximation of what my office looks like right now, as well as what I look like right now. And how my cats do not care right now.

_______

As you can tell, the site is a bit broken. I updated some stuff and the settings got lost in the mix. I will be working on fixing that as soon as possible, but for now, I would recommend checking out posts on the official Long John Facebook page or checking in with my Tumblr.

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