Tagged: game

Dennis O’Neil: S.H.I.E.L.D and the Long Game

oneil-art-140130-150x94-2439867So there it was, that kind of news item. We might once have seen something like it – a second cousin? – in the comics fanzines hobbyists published now. I find stuff like it virtually every day in Yahoo’s news section. This particular item speculated that Marvels Agents of S.H.I.E.L.D., which is, as you must know if you access this particular website, a television series broadcast on Tuesday night on ABC stations, is playing a long game. (Where do I collect my tortured syntax award?)

It is maybe also common knowledge among you aficionados that the program is a disappointment in the ratings. Not doing too well, there on Tuesday night. We can speculate, as some already have, that viewers may feel that they have been prey to the old bait-and-switch gaff, promised one thing and presented with another. The TV honchos make a big deal of the show’s comic book origins, even including the word “Marvel” in the title, and prefacing every episode with the same montage of comic book images that precedes Marvel’s movies. So it’s reasonable to expect the kind of entertainment Marvel is most associated with, superhero stories. (If you’re a Marvel fan who cherishes the memory of Millie the Model, well… bless you!) But instead of superheroes, what do they give us?  An action show. No flying, no awesome feats of strength, no grotesque superfoes, not even the odd cape or mask, Just, you know, fights and guns and car chases and stuff.

Not a bad action show, actually. Decent acting and dialogue, and stunts that seems to me to be a bit better than what’s usually found on the tube. And the plots are often flavored with science fiction, which could partially justify the superhero connection.

But, at the end of the hour… no superheroes. Wonder what’s on the Comedy Channel?

So they’re playing the long game? I interpret “long game” to mean that they’ll take their time, and ours, introducing characters and plot elements that will justify membership in the superhero club.

Comics got there first.

Twice, in my years behind editorial desks, the long game question arose, though we didn’t call it that. In one instance, a previous editor had promised the writer a five-year story. Awkward. I didn’t want to disappoint the writer, a good guy, and I may have been reluctant to make my predecessor a liar. But I doubted that any comic continuity of that era could be stretched so far. That’s the kind of decision editors are paid to make and sometimes the job can be a bitch.

We struck a deal. The long storyline could continue as long as sales remained above a certain number. Lagging circulation got the title cancelled and I was off the hook, and I hope the writer bears no ill memories of the incident.

The second long game was not being played on my turf, exactly, but because I was a big honkin’ group editor I had to notice it. If memory serves (and won’t that be the day?) the scripter planned to reveal certain crucial story elements several years into the run. The book didn’t last that long. Not even close.

The lesson we can take away from all this is that the long game won’t work unless you build an audience. Give ‘em solid reasons to keep coming back, episode after episode. Promising something, even implicitly, and then putting it on indefinite hold is not a good strategy.

THURSDAY AFTERNOON: Tweeks!

FRIDAY MORNING: Martha Thomases

SATURDAY MORNING: Marc Alan Fishman

 

Need for Speed One-Sheet Unveiled

nfs_1-sht_v5_lg-e1387743212388-2631042Genre:                          Action

Rating:                          TBD

U.S. Release date:        March 14, 2014

Running time:                TBD

Cast:                            Aaron Paul, Dominic Cooper, Imogen Poots, Ramon Rodriguez, Rami Malek, Scott Mescudi, Dakota Johnson, Harrison Gilbertson and Michael Keaton

Director:                       Scott Waugh

Producers:                    Patrick O’Brien, John Gatins, Mark Sourian

Executive Producers:    Stuart Besser, Scott Waugh, Max Leitman, Frank Gibeau, Patrick Soderlund,

Tim Moore

Screenplay by:              George Gatins

Story by:                      George Gatins & John Gatins

Based on the video game series created by: Electronic Arts

DreamWorks Pictures’ Need for Speed marks an exciting return to the great car culture films of the 1960s and ’70s, when the authenticity of the world brought a new level of intensity to the action on-screen. Tapping into what makes the American myth of the open road so appealing, the story chronicles a near-impossible cross-country journey for our heroes — one that begins as a mission for revenge, but proves to be one of redemption. Based on the most successful racing video game franchise ever with over 140 million copies sold, “Need for Speed” captures the freedom and excitement of the game in a real-world setting, while bringing to life the passion for the road that has made our love of cars so timeless.

The film centers around Tobey Marshall (Aaron Paul), a blue-collar mechanic who races muscle cars on the side in an unsanctioned street-racing circuit. Struggling to keep his family-owned garage afloat, he reluctantly partners with the wealthy and arrogant ex-NASCAR driver Dino Brewster (Dominic Cooper). But just as a major sale to car broker Julia Maddon (Imogen Poots) looks like it will save Tobey’s shop, a disastrous race allows Dino to frame Tobey for a crime he didn’t commit, and sending Tobey to prison while Dino expands his business out West.

Two years later, Tobey is released and set on revenge — but he knows his only chance to take down his rival Dino is to defeat him in the high-stakes race known as De Leon — the Super Bowl of underground racing. However to get there in time, Tobey will have to run a high-octane, action-packed gauntlet that includes dodging pursuing cops coast-to-coast as well as contending with a dangerous bounty Dino has put out on his car. With the help of his loyal crew and the surprisingly resourceful Julia, Tobey defies odds at every turn and proves that even in the flashy world of exotic supercars, the underdog can still finish first.

In an exciting return to the great car culture films of the 1960s and ’70s that tap into what makes the American myth of the open road so enticing, “Need for Speed” chronicles a near-impossible cross-country race against time — one that begins as a mission for revenge, but proves to be one of redemption

Marc Alan Fishman: How To Succeed In Comics Without Really Trying

fishman-art-131221-150x43-3070732Consider this a free lesson in becoming a rich and successful writer, be it in Hollywood, comic books, TV, movies… whatever. Yes kiddos, you too can be a mega-player in the game if you follow my patent-pending advice. And since there’s no use to wasting time, let me get to them write now. Get it?

Copy someone better than you. See, I’m already gonna copy legendary John Ostrander, who in his article this very week gave out five tips to aspiring writers as well. But as you’ll learn, babe, it’s not about who did it first… just who does it next. I recall, fondly, that one of my professors at college had his intro to screenwriting class begin the year by dissecting their favorite romantic comedy for structure, and then literally rewrite it according to the corresponding skeleton etched out. Nifty, eh? So when the chips are down and your screen is blank, just boot up Netflix, and get prepared to appropriate your masterpiece.

Retcon it, reboot it, or make a prequel/sequel! Why waste your time creating an original piece of work when you can start where someone else started? As a natural next-step of copying someone who is better than you, you can get oodles of dollars by simply refraining from even considering originality as an option. DC Comics may have canceled a Batman series recently, but you best believe that someone else will fill in the slot the second they see an uptick in BatSales. It’s their New52 M.O.: when sales spike, it’s time to expand! Justice League look good? Make it dark! Make it American! Make it StormWatch! Err… Simply put, if you want to be a resource to those folks who sign the big checks? Then be prepared to take on the franchise when the original creator is off doing whatever it is “artists” do. Remember, you want to be writer… not an artist.

When the editor says “Jump”, already be in the air. When you’re in the air? Be screaming “Is this high enough?!” You see, in today’s market, the writer is just another tool in the box. One need not be “good” as much as “serviceable.” When he-who-signs-the-paychecks demands you kill a character off, or refrain from being “too gay,” you salute them, thank them for their bold choices, and immediately write exactly what they’re looking for. If they’re vague? See tips #1 and #2 above. You can never go wrong by pitching to them that which they already know. At the end of the day, they want money. The market proves to us day in and day out that one need not break barriers, blow minds, or explore new territory with our creative fiction. What sells today is what sold yesterday… with a shiny new coating.

Kill off as many characters as needed to feel edgy. Look kids: sex and death sell. Nothing in fiction is off limits. Hell, they killed a major character on Family Guy not even a month ago, and boom, he’s back. Captain America? Time bullet. Batman? Time warp. Thor? Ragnorak. The X-Men? Time vortex. Get violent if you need to. Hell, Man of Steel and The Avengers leveled near entire cities to make their point. Better yet, they gave away the secret to how you end things afterwards. Want your audience to leave with a knowing smirk on their face? Have your heroes be a bit witty amidst the wanton destruction, and maybe let them get a sandwich. Need your audience to feel remorse for all the devastation? Have your hero scream in agony, and then end on the witty retort. Boom. Roll the credits, and whatever you do… Do not forget the stinger. Thanks to Mickey, we have to end everything, and then end it again. Or, pull a Jackson: end your piece, and then end it eight more times. Each time make it gayer and more emotionally despondent. People eat that crap up like McRibs.

Remember that the critics, fans, et al don’t matter anymore. In the age of the Internet, everyone is a critic. Thanks to news sites, blogs, somehow-still-alive newspapers, social media, et cetera, every new release is covered by hundreds of would-be pundits. No matter your score, trust me, you’re fine. If you deliver an atrocity? You’ll pop up on everybody’s Worst Of lists, and your sales will spike as rubber-neckers come to guffaw. Get a middle of the road review? Just head to the comment section, and accuse yourself (anonymously) of being gay, racist, or a gay-racist. Then, as yourself, open up an Instagram account, and post angst-riddled notes of how depressing your life is. Soon enough, they’ll forget if your work was any good anyways. Hell, go apeshit and you could end up like Charlie Sheen. He went AWOL, and nabbed a 20/90 backend multi-season pickup for a show so by-the-book, most scripts are handled via an AOL mad-lib generator.

As far as fans go, just know that you’re safe. When you do an acceptable job writing up the expectable (it is a word now.), only elitist Onion readers will get up in arms. Do you really care if a horn-rimmed glasses wearing, curly mustachioed, corduroy and bow-tie bedazzled Arcade Fire fan thinks your work is shallow and pedantic? Do you mind that I just lifted a line straight off The Simpsons? Of course you don’t! At the end of the day, you want a paycheck and a fluffy credit. I want a yes-man. It’s a win-win situation.

The key to this all is simple. The world is going to end eventually. You’re either going to be frozen is actual carbonite (rich people have the technology – for real) or buried in a pine box right off the highway. It’s your call. Live and eat well by doing what they tell you to do, or have a backbone and visible ribs. The choice is yours. Your foolproof plan is laid out above.

When you’re famous, do me a solid and link back to this article. I’m cold, and extra readers keeps my furnace running.

SUNDAY: John Ostrander

MONDAY: Mindy Newell

 

REVIEW – Doctor Who: Legacy

Doctor Who has gotten a number of videogames in the last couple of years, from games for the Playstation 3 to a Nintendo 3Ds version of the card game Top Trumps.  Doctor Who: Legacy is the latest in the series, a game for iOS and Android tablets and phones that packs a great deal of addicting gameplay into a simple mechanic.

1474593_222394071218164_472402123_n-8932424At its core, Legacy is an iteration of the “Line up three jewels” game as seen in the many variations of Bejweled. The big different is the player is not limited to moving an “orb” only one spot, but anywhere on the screen, within a number of seconds.  With orbs sliding out of its way as you go, this simple change allows a deft player to set up a number of combos in one play.  It’s s skill that takes a bit to get used to, but opens up a great deal of strategy.

In the game, you play The Doctor and his companions, each of whom are assigned one of five orb colors on the game board, with a sixth (pink) for restoring hit points..  You are presented with wave upon wave of villains who attack you with energy blasts and special attacks, shaving down your health.  When you line up three or more of one color, the character assigned to that color attacks the enemies, or the pink orbs restore health to the team.  Combos allow more than one character to attack at once, and multiplies the total damage.  Your characters have varied attack and hitpoint values they add to the team, and each has special powers that become available every few rounds – change orb colors, increase damage, or restore health.  Combining that with the flexible orb placement on the field, the game keeps itself fresh, more than simply swapping jewels endlessly.

Like all free-to-play games, there’s an option to buy items, represented here by Time Crystals, which allow you to continue playing if you’re well into a long level, are used to rank up your characters for greater power and strength, and to buy packs of extra companions.  The game is exceedingly fair about making the crystals available in the game as well, and with patience, you can score all the companions as random rewards for completing levels.  As a thank you for buying, the game allows you access to the “fan area” after your first purchase of 5 or more Crystals. The fan area offers extra levels, special “fan versions” of companions, and more bonuses to be added later.  It’s a fair value for at least that first five bucks; indeed the game itself would be worth that if they had chosen to charge.

One caveat – the game needs an internet connection at startup to sync with the servers and download updates, so have one ready before you play.  Right now the developers are running a special “Advent Calendar” promotion via their facebook page – Liking their page gives you access to promo codes for extra companions and outfits for your characters.  There’s a lot of value packed into the game, and it’s a welcome addition to your portable device.

The game is free for Apple and Android devices.

Marc Alan Fishman: Good Will Fishman

fishman-art-131116-150x134-3579078This past week I was honored to be invited back to my alma mater, the Herron School of Art, to give a lecture on my journey “From Starving Artist to Comic Book Publisher.” I spoke for about 45 minutes and afterwards took a few questions, and then sold a few dozen books. All in all, it was a humbling experience, and perhaps the turning of a page in my book of life.

Artistically speaking, my prowess has always been largely introspective. In high school, as much as everyone was self-absorbed, I excelled at it. I took the angst and strife of not getting a date and watching my best friends dry-hump in the hallways and made haute art out of it. Come to think of it, I could have really amped my game up if I’d done a piece commemorating the near-daily visual of dry-humping.

Alas, I chose self-portraiture as my joie de vivre. The idea being that my life – that of a typical, mid-western, suburban, Jewish in name and Bar Mitzvah boy only – could be regurgitated lovingly on board and canvas as such to eventually be called fine art.

Moving on to college, as much as I continued to have aspirations of becoming a comic-book maker, the story of my life continued to be what I presented. In a manner of speaking, my art started to resemble an auto-mockumentary, turning my existence into high entertainment based solely on the fact that I was in fact that awesome. People got a kick out of it, and so did I. It was only after I graduated when the trough of life-events grew emptier, that I finally had the wherewithal to look beyond my very Jewish nose.

Here of course is where you know the-rest-of-the-story. Unshaven Comics is commissioned to make a book by a Chicago publisher. We do it. We learn from it. We decide to break out on our own. Yadda, yadda, yadda. Here’s the thing. In the time between when I formed the company to the time I commemorated it in a lecture in front of a packed auditorium, I got married, bought a house, and became a father. If ever there was a time for me to return to fine art, this would be it, no? Now, I have the glorious content my life was devoid of only years prior! But alas, dear reader… it is not.

Perhaps it’s the wisdom of the years passed that has granted me the maturity enough to know that my legacy will be far more than a worthless collection of portraiture denoted a life lived as many others before and after will lead. Instead, I realize my legacy is very much within the pages and panels of Unshaven’s pure fiction. It’s in my offspring. It’ll be in the heads of those I’ve touched in my time on this mortal coil. John’s piece this past week dealt beautifully with the complex emotions of life and death. I’d be remiss to that much of the reason I chose the arts was to deal with my own near-paralyzing fear of death.

So, it was there in the semi-darkened Basile Auditorium of Eskenazi Hall that I reached a catharsis. So much of my life story has been celebrated – in jest and in reality – such that here, some 10 years after I hung up my woodcut tools for a dayjob, I have in fact lived a third of my life without rampant documentation. I think it was the philosopher Bueller who said “Life moves pretty fast. If you don’t stop and look around once in a while, you could miss it.” Truer words may never have been spoken, Ferris.

It’s good to know in the next chapter of my harrowing tale, the best is truly yet to come. With my brothers-from-other-mothers, I will be able to continue to tour our country and make new friends and fans. With my ComicMix cohorts, I will glean sage advice in both publishing, and barbeque. With my son and wife, I will find joy in parts of my life relived through new eyes. And with you kiddos? I’ll continue to pretend I’m that damned awesome.

SUNDAY: John Ostrander

MONDAY: Mindy Newell

 

Marc Alan Fishman: The Diamond Exchange

fishman-art-131005-150x110-2579912The other day I was conversing with a friend on the ol’ Facebook chat (can I call it the ol’ Facebook chat?), and he lamented to me that he recently took on a pro-bono position designing a video game largely due to the inspiration of me and Unshaven Comics. I was floored. I was touched. I had a hard time not laughing. Not in jest mind you, but because after seven years of making books… it doesn’t feel like I’m in all that different a place. Why? Well, let’s look at the cold hard facts:

Unshaven Comics sells its wares exclusively at conventions. It’s not to increase the collectibility either. It’s because we couldn’t possibly afford to tackle the direct market. At all. Don’t believe me? Well, about the only way one can get their books offered on the racks of the local comic shop is to be in the Previews catalog put out by the Diamond Comic Distributors company. Diamond makes it insanely easy to do this. A publisher simply makes up a preview (heh!) of their issue they want to solicit in the catalog, and submit it, alongside some paperwork, to their headquarters. Then, the publisher sells their stock, wholesale, to Diamond with 60-75% discount off of the cover price. How many issues? Well, Diamond doesn’t say exactly… but you must ultimately meet their sales expectations in enough time in order to continue working with them. And that’s only after they approve your application. Still with me?

It takes roughly six months between the time a publisher first contacts Diamond to when you actually receive monies back from an order. Now, in simplest terms, this means Unshaven Comics would have to have the capital to pay for whatever orders come through the Previews catalog and then wait another month to see about 40% of our cover price come back in the door. And for those not familiar with printing these days, allow me to be blunt: Unless you’re printing thousands of books, your per-book price for a full color, 36 page book, where you charge a fan $5, leaves you with less then half of that coming back as profit. Suffice to say, we put out comics because we love connecting with fans, and are hopeful that it will one day lead to something bigger and better. If we tried to go to Diamond with our current printer, we’d see about twenty-five cents for every comic we sold.

And we haven’t even talked about marketing and promotion! Just because your publishing company is accepted into Diamond does not mean you get a big flashy full-page ad in Previews, enticing comic shops to order. In fact, we would have to sell 2000 books in order to break even with the smallest possible ad. It’s a sad fact: A comic shop in LA, New York, or hell… even our own damn backyard (Chicago, baby) wouldn’t have any clue who we are. We’re not a name to the common comic shop frequenter. While we’ve attended about 40 – 50 conventions in the time we’ve been a company, there’s no chance in hell we’ve saturated even the pit stains of the market. And that translates into the cold hard truth: A comic shop that hasn’t heard of us (even with an ad) is unlikely to purchase anything from Previews from us.

So now, in order to sell to those retailers, we have to market ourselves to them as well. If we took out a small bank loanand marketed ourselves properly, we might just stand a chance.

Are you as excited about all this as I am?

The reality is this: Almost a decade ago, I attended the then-beloved Wizard World Chicago show. I waited until the end of the DC previews panel and boldly walked up to Dan DiDio and asked what it would take in order to write for him and DC. He smiled and said “Well, get noticed. We don’t really look for writers.” I figured a great way to get noticed would be to capture the zeitgeist on my own. Well, seven years later, and that still feels far out of touch.

That being said, Unshaven Comics is not without the teeniest bit of clout. We’ve grown our gross sales by 86% in the past year. And the year before that? 69%. That’s actual calculated growth. We’ve been to the largest conventions in the Midwest, and in another week we’ll be at the second largest convention of the nation – New York Comic Con (at the ComicMix table, nyuck, nyuck, nyuck). We successfully funded our own Kickstarter. All in all, we’re doing pretty well for ourselves, even if we are in fact a spec on a blip on a fart cloud somewhere around the outskirts of the industry we love so much. And we’ve done all of that without tackling the only player in the distribution game.

It’s nothing to hang a beard on, but it’s enough to inspire our friends to do great things. I don’t think we could ask for more.

If you want to help Unshaven Comics, do us a solid by voting for us in the Intuit Small Business Big Game Contest. If we win? We actually get a commercial about us during the Super Bowl! No e-mail hoarding. No registration necessary. Just click here for a vote.

 SUNDAY: John Ostrander

MONDAY: Mindy Newell

 

Martha Thomases: Cosplay Everyday

thomases-art-130927-146x225-3832893I don’t know about where you live, but where I live, it’s Comic-Con everywhere. I’m not just talking about the crowds of people from out of town, the ones who don’t know how to walk down an aisle (or street) in a way that allows for the existence of other pedestrians.

I’m talking about the outfits.

The way I figure, it all started out at Disneyland. First, and from the beginning, it was a place where seemingly mature adults would wear hats that made them look like giant mice. More recently, they have this deal where little girls can spend the day in princess outfits. A little girl arrives in shorts and a t-shirt, complains for a while and gets to change into royal gear. She spends the day on rides, in her gown, and then changes back to her civvies when it’s time to go home.

Once we’ve seen people in formal wear on roller-coasters (and before 6 PM!), what else is there shock us? The geek have inherited the earth.

We control the eyeballs that Hollywood most wants. Look at the fall television line-up. I think most of the new shows have an element of the fantastic, whether it involves witches or zombies or believing Robin Williams could have fathered Buffy, the Vampire Slayer.

I don’t particularly want to dress up in a costume. I mean, I wore a uniform in boarding school for four years, so every day, when I get dressed, and I get to choose my own outfits from clothes that weren’t selected by Episcopalians, it feels like a costume. I just went shopping for a dress to wear to a formal event next month, when I will be in costume as a responsible adult, maybe even one with a little skin in the game. That’s enough fantasy for me, thanks.

Cosplay is everywhere, and it’s not just for kids anymore. It’s not even just for nerds anymore. There are reality shows starring cosplayers. There are major Internet arguments about who is and who isn’t the real deal.

So cosplay has gone mainstream. Maybe no one is going down the street dressed like Wonder Woman, but the stuff designers are offering for sale are just as unrealistic. Actually, I take that back. I think Seventh Avenue (the New York fashion industry) and the magazines that rely on Seventh Avenue would go bankrupt if women were encouraged to find our inner Amazon.

Still, at least in New York, people walk down the streets in all kinds of outfits. I’m not surprised that Fox had trouble attracting attention to one of their new shows if this was how they thought they would get attention. A headless horseman? As long as he isn’t wearing a backpack, he’d get no attention at all.

SATURDAY: Marc Alan Fishman

SUNDAY: John Ostrander

 

CineFix Celebrates Batman Month on YouTube

CineFix, the ultimate destination for true movie buffs & filmmakers on YouTube, is celebrating the Caped Crusader with“Batman Month,” a month long series of original programming throughout September that includes swedded remakes of iconic Batman scenes, 8-bit video game recreations, countdown lists, contests to win The Dark Knight Trilogy and more!

Batman was recently named the most popular superhero ever on YouTube with over 3 billion views of 71,000 hours of video.

For example, check out the newest video that launched today on CineFix at:

Other Batman Month Programming on CineFix includes:

8 Bit Cinema – Batman The Dark Knight

Hottest Batman Girls

Conspiracy Cinema – Ben Affleck Lands Batman by Flexing Irish Mob Muscle

Tune in on Friday, September 27 when “CineFix Now: Best Batman Villans” goes live.

REVIEW: The Wonderful 101 – One-credible

the_wonderful_101-1-11-9389474

The Wonderful 101 has been a year coming – it’s been part of Nintendo’s many show reels for the Wii U system since its release, and it was one of the most popular demos at last year’s New York Comic Con.  And it has been worth every minute.

Conquering alien horde Geathjerk has set its sights on Earth, and the secret army of the Centinels, code named “The Wonderful 100” is out last hope against with you leading them, the “101st”.  The team saves citizens, and then quickly deputizes them into duty, using them like building blocks to form weapons and tools to fight the rampaging monsters.

Another work from  Hideki Kamiya, produced by Atsushi Inaba, it’s got a lot in common with their Viewtiful Joe series for the Game Cube.  If Viewtiful Joe was a love letter to the Kamen Rider series, Wonderful 101 is a love letter to the Super Sentai series, the shows they use to bring us Power Rangers.  Like Joe before it, the game is rife with fourth-wall breaking comedy, over the top action and magnificent character design.

Also like its predecessor, the game is VERY complex.  With dozens, potentially hundreds of heroes and villains on screen at once, things can get very small very quickly, combine that with a control system that at various times uses all the buttons of the Wii U Game Pad, including drawing on the screen, the playing is required to do quite a lot, quite often.  Reasonable progress can be made with button mashing (and a very welcome “very easy” mode) but there’s enough opportunity for impressive combos and innovative gameplay to keep a dedicated gamer engrossed.  With a hundred hidden characters to find and many times that in hidden items, the replay value of the game is vast.  It takes advantage of the Wii U Game Pad to deliver a new playing mechanic.

The work pays off, as the story is filled with many twists and turns, skewering the tropes of tokusatsu while it tributes them.  The character design alone will keep you laughing for days. (Wonder Beer? Wonder Toilet?).  The theme song, “Heroes’ March” that plays under the action, is a wacky ditty that sounds like what would happen of John Philip Sousa did the theme for a Power Rangers show, orchestrated by Jim Steinman.

The complexity may make it the kind of game that might turn a casual player off, but for the hardcore gamer (not to mention fans of Japanese science-fiction) it’s a treat.

Pulp Fiction Reviews and Sweet Money Won

New Pulp Author Ron Fortier returns with another Pulp Fiction Review. This time out Ron takes a look at Sweet Money Won by Mycroft Magnusson.

SWEET MONEY WON
By Mycroft Magnusson
ISBN -13:978-1481952811
401 pages

Here’s a trick question for you.  Can any well written book ever be too long for its own good?  I would have thought that impossible until reading “Sweet Money Won.”  Which is going to make this review a delicate balancing act as I want all of you to understand how much I truly liked this book; in many, many ways.  Save one.  So allow me to applaud what is a truly superbly well crafted crime comedy reminiscent of Elmore Leonard’s best efforts.

Rick and Liam are two small time conmen living in the seedy Koreatown section of Los Angeles.  They survive hand to mouth on their meager rewards for the small cons they perpetuate, mostly on middle-class tourist visiting L.A. for the first time.  Magnusson deftly defines both their personalities so that they immediately appealed to this reader.  Liam, the smarter of the two, is the philosophical gambling addict who loves the Boston Patriots whereas Rick is the more reckless, by-the-seat-of-his-pants character who has a  problem with pornography and sex, the latter being what gets them both into a world of hurt.

When Rick takes their entire money reserve to rescue a Russian porn-princess named Svetlana, whom he’s met on-line, from her muscle-bound pimps, he puts them both in harms way.  Liam had placed a bet on a Patriot’s game, the cash being his debt should the Pats lose.  Of course the Pats lose and the Korean strong-arm bookies are none too pleased when Liam doesn’t have the money to cover his bet.  Now he and Rick have just twenty-four hours to come up with twenty thousand dollars.  It is at this point when  Svetlana agrees to help the boys by having sex with and then blackmailing a rich, up and coming congressman.

Reading “Sweet Money Won” is a truly engrossing, fun literary escapade that plays fast and loose with gunfire pacing.  Again, Magnusson’s prose is both insightful and inventive when it needs to be.  His writing is what is excellent and why I’m recommending you pick up a copy of this top-notch crime novel.

But Magnusson has to learn when scenes are extraneous and should be cut.  Any scene that does not serve the plot should be excised and there are several of these that frustrated me.  Rick’s Mexican weekend and Liam’s sports ticket scam are both unnecessary. A good editor could have trimmed this book by a hundred pages and helped shape it into an even better story.  I hope that’s a lesson he learns soon.  Rick and Liam and awesome characters and I’d love to see them in action again.