Monday, May 6, 2013

Greg Pak and Jonathan Coulton's Kickstarter Grows Even Bigger

A few weeks ago, writer Greg Pak and musician (and Internet superstar) Jonathan Coulton launched Code Monkey Save World on Kickstarter, a graphic novel based on Coulton's songs, written by Pak with art by Takeshi Miyazawa (Runaways). Setting out with an initial goal of $39,000, the creators blew past that within the day, and currently stand at just under $223,000. 

Due to their enormous success, they've been looking for ways to continue giving back to their supporters in the form of new stretch goals. The latest, announced this morning, is an all-new kids' book based on Coulton's "The Princess Who Saved Herself" should they be able to reach the $250,000 mark.

I caught up with Pak and Coulton to talk about their success, how the project came together, and what the future holds for Code Monkey Save World, which will also release digitally through Monkeybrain Comics.

Check out Code Monkey Save World on Kickstarter!

IGN Comics: First and foremost, congrats on the immense success of this Kickstarter! Can you talk a little bit about how you hooked up with Jonathan Coulton to develop this book in the first place?

Greg Pak: Jonathan and I went to college together, so I've known about and admired his musical genius for longer than I care to admit right now. We hadn't actually talked for years, but I'd followed his career and bought all his music and listened to his songs dozens of times. And then we started bumping into each other around New York City last year and started hanging out again. And one day I found myself thinking about his songs and how many monsters and super-villains they feature. And the idea of a comic book popped into my head. I joked about it on Twitter, he tweeted back "DO IT," and we did!

IGN: What’s the working relationship between you guys?

Pak: We talk so much every darn day so much I had to upgrade cellphone plan. (BTW: WORTH IT.)

We're working hand-in-hand on every aspect of this project, constantly talking about the characters and their backgrounds and motivations and getting excited about new ideas and nuances. It's been a total blast.

IGN: You’ve absolutely demolished your initial goal of $39,000 and have been steadily announcing new stretch goals, the latest of which is an all-new book included at no extra cost. How did that idea come about and how will it different from Code Monkey Save World?

Pak: This is the big one, friends! If we hit the new stretch goal, we'll make a children's book based on Jonathan's beloved song "The Princess Who Saved Herself." The song tells the story of a tough, tomboy princess who encounters scary dragons and witches... and ends up recruiting them for her rock band. Tak and Jessica [Kholinne, colorist] have already done some amazing art. It's gonna be insane.

If we hit the stretch goal, we'll provide a free digital download of this new book as a bonus to everyone who has backed Code Monkey Save World at the $15 level and above. If we go far enough over the stretch goal, we'll think about the possibility of printing actual physical copies of the Princess book as well.

Jonathan Coulton: I'm very fond of this song, because I have a daughter who is more awesome than the molded plastic princess industry thinks she is. It's one of the few times I've written a song that doesn't have a dark twisted monster of a personality at the center of it, so I consider it 100% kid appropriate. Makes perfect sense to make it a book. In fact, it probably should have been a book FIRST.

IGN: Did you expect this kind of response? It’s bananas.

Pak: Code Monkey like bananas.

But yes, it's totally nuts. We thought this book was a pretty good idea and were cautiously optimistic about our chances of reaching our goal and maybe going a little over. But for it to go this high? We're hugely grateful. The great thing is that as more people come on board as backers, we're able to find cool ways to improve the whole package for everyone.

We started as a 60 page book with 48 story pages -- now it's a 96 page book with 80 story pages. We've added mini-posters to all mailed rewards at the $35 backer level and above. And just last week we hit the stretch goal that's going to allow Jonathan to record an all-new acoustic album of the songs that inspired the book -- and everyone at the $15 level and above will get the digital download of that album for free.

Coulton: Yes, none of this makes any sense. We are amazed and grateful and feeling no small amount of pressure to live up to the gift we've been given -- a large willing audience who has indicated through their support that they think this thing is going to be amazing. We agree, and are working hard to make it as amazing as possible.

IGN: This is your first Kickstarter campaign, but your Kickstarter profile notes you’ve backed 27 other campaigns. I’m sure your experience has been positive, considering the response, but what are your thoughts on crowd-funding for comics now that you’re the manager of a successful campaign as opposed to how you viewed it as just a backer?

Pak: I'm pretty much in love with Kickstarter and the whole crowdfunding revolution. It provides an engine not just for fundraising but for distributing independent projects like this, direct to the consumer. Anything that gets independent work into the hands of people who want to buy it is doing it right in my book. I also tip my head to folks like Renae De Liz, Gail Simone, Jamal Igle, and yourself who led the way with Kickstarters for comics projects and made this crazy dream entirely real.

IGN: Do you think you’ll be using Kickstarter again in the future?

Pak: It's certainly possible. Maybe even probable. I'm working on a number of different creator-owned projects right now, and I'm exploring a number of different ways to get them out into the world. For some, I want to try the traditional indie publisher route. For others, who knows? It's just nice to know there are options. As Jonathan is fond of saying, it's nice living here in the future.

IGN: How did Monkeybrain get involved in the project?

Pak: I reached out to them last year just to say hi and to talk about the possibility of working together. It's a fantastic company -- formed by creators to help other creators take advantage of digital distribution possibilities. They've also got great taste -- basically overnight they established themselves as a phenomenal place for great indie comics on Comixology. I'm also a long-time Comixology fan. They've built a fantastic platform and I love reading digital comics on their iPad app.

So when it came time to think about how we'd release the digital versions of the Code Monkey Save World chapters, distributing through Monkeybrain and Comixology just made total sense. Both the Monkeybrain and Comixology folks have been tremendously supportive and we love 'em.

IGN: What are your plans for print distribution?

Pak: We're planning to ship the books at the end of the year. For one month after we ship, we won't sell any additional books ourselves. So the Kickstarter is absolutely your best way to get your hands on a physical copy of the book in the quickest possible way. The other way is to buy it from one of the retailers who are jumping on board as Code Monkey Save World backers at the "Retailer Package" level.

After that month of exclusivity, we'll have the option of selling books directly to folks who want them. And we just might! We're also totally open to the possibility of cutting a deal with a traditional publisher. We're exploring all options -- and are happy to talk with any publishers who might be reading this!

IGN: Anything you’d like to add?

Pak: Just thank you, thank you, and thank you to everyone who's come on board. The rising tide really does float all boats in this case.

Also, check out the new rewards we've added. Challenge coins, y'all! I'm just saying.

Joey is a Senior Editor at IGN and a comic book creator. Follow Joey on Twitter @JoeyEsposito, or find him on IGN at Joey-IGN. After Man of Steel comes out, his life will lose all sense of direction and purpose.

What Is Bethesda's 1960 Tease?

Bethesda could be preparing to reveal a new game. Via Twitter, the developer/publisher posted the following image, with three separate scenes showcasing an industrial theme.

Bethesda Game Studios, the developer behind The Elder Scrolls V: Skyrim and Fallout 4, is not behind this mystery project, the publisher stated. Following its initial image tease, a full version of one of the sliced images above appeared on GameSpot, with the Twitter hashtag "#1960" at the bottom:

Is 1960 a name or a year? Both, perhaps.

Engines? Shells? It's tough to tell, but that's the point of a tease -- we're meant to wonder and wait for the full reveal, whenever that is.Bethesda recently revealed The Evil Within in a similar fashion, with numerous social media teases leading up to the reveal.

IGN will have more on this to-be-announced project in the coming weeks.

Mitch Dyer is an Associate Editor at IGN. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.

The Sims 4 Announced

EA has announced The Sims 4. According to EA’s official site, The Sims 4 will be released in 2014 and will be available on both PC and Mac.

“The Sims franchise is fueled by the passion and creativity of its millions of fans around the world,” EA wrote. “Their continued devotion to the franchise ignites the fire of creativity of the team at The Sims Studio, driving them to continually improve and innovate on one of the world’s most successful simulation game that has sold more than 150 million copies worldwide.”

EA reports that more information on The Sims 4 will be released later today.

Andrew Goldfarb is IGN’s news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.

The Movie Every Survival Horror Fan Should Watch

If you've played a survival horror game post the original Resident Evil, there’s a chance that somewhere along the line that game will have been influenced - consciously or not - by a brilliant ‘90s movie called Jacob’s Ladder.

If you’ve not heard of it, stay with me. If you have seen it, you might agree with Roger Ebert, who eloquently described Jacob’s Ladder as a movie that “left me reeling with turmoil and confusion, with feelings of sadness and despair.” He put it better than I can. It’s a movie not easily forgotten.

Minor spoilers for Jacob's Ladder ahead.

Jacob’s Ladder stars Tim Robbins as Jacob Singer, a Vietnam War veteran who was involved in a particularly horrific battle that’s left him psychologically volatile. When we meet him he has married but since divorced, lost a son (played by a brutally cute Macauly Culkin) to tragedy, and has shacked up with a charming-but-tempestuous woman he met while working at the U.S. Post Office. Soon, he begins to experience bizarre hallucinations that send him into a spiral of paranoia.

Jacob’s Ladder might best be described as a ‘horror,’ but like all the best movies that frighten us, its themes are universal. It touches on life and death, faith and cultural attitudes towards the afterlife. Its scares – while confrontational – house a story about a man searching for his family while fighting against an unravelling mental state. It can be read as an allegory for any type of consuming mental illness and is far more forceful than many films that wear those sorts of themes more overtly on their sleeves.

To look for the seeds of Jacob’s Ladder’s impact on survival horror, one only needs to look as far as Team Silent. The studio drew heavily from Jacob’s Ladder when creating the world of Silent Hill, a game that didn’t rely on Resident Evil-style shocks but a slow-burning sense of unease rooted heavily in psychosis. And if we think about the influence that series has had on games subsequently – including every new Silent Hill instalment - Jacob's Ladder runs deep indeed.

While Silent Hill draws from the film in a myriad of ways (and is referenced in a myriad of ways throughout the series), its playful use of perception is the most overt. Jacob’s Ladder is all about a man losing his grasp on reality; In the Silent Hill series, the protagonist is similarly unsure of what is real or what is not. Jacob has his ‘normal,’ or ‘safe’ reality, which is increasingly encroached upon by darker forces; Silent Hill’s Harry has a ‘normal’ (albeit not safe) Silent Hill which is increasingly encroached upon by darker forces.

And then of course there are their alternate realities, darker, more violent versions of these spaces which serve to befuddle and disorient us, keeping us constantly one step behind figuring out what their inevitably grim fates will be.

Further, Jacob's Ladder director Adrian Lyne is very adept at turning ordinary objects or people into revolting ones; a giant slab of meat in a refrigerator, a hobo on a subway train, or a kindly old nurse become abhorrent. The best survival horror games take cues from this ‘ordinary made extraordinary’ approach – Silent Hill was not the first game, nor will it be the last, to put an abandoned wheelchair in a corridor just because.

This sinister imagery hints at larger horrors to come, and in Jacob’s Ladder Lyne does, occasionally, charge at us with armfuls of full blown psychosis. Perhaps the most confrontational of Jacob’s unwitting journey into hell takes place in an asylum, where demonic doctors and nurses strap him to a gurney and push him through corridors littered with dismembered limbs to be ‘operated’ on. The scene was replicated in Silent Hill 2 and most recently Shinji Mikami’s upcoming survival horror The Evil Within, which saw protagonist Sebastian fleeing a giant, chainsaw-wielding butcher in an asylum evocative of Jacob's clinic. When I noted the similarities, Mikami asked “you could tell?”

It’s worth mentioning Jacob’s vulnerability in these situations. Robbins plays him as a goofy, likeable guy; someone ill-equipped to fight the demonic forces appearing in his urban world. With Silent Hill’s Harry, Team Silent told us that our protagonists didn't have to be jacked-up-super-soldiers or mercenaries; they could in fact, be you or I; awkward and untrained, wildly swinging metal pipes through the air. We saw a small influx of similarly ‘underpowered’ protagonists after Harry, and today people tend to think of the everyman protagonist as a survival horror staple. I can’t help but think of Jacob whenever I look at Fatal Frame’s Miku Hinasaki or Silent Hill 2’s James Sunderland (whose initials, coincidentally or not, are JS.)

It’s because of this vulnerability that we care about these protagonists, as they reflect our own helplessness; we want them to find their families or escape the mansion or just figure out what the hell is going on in a world full of red herrings and obtuse clues. The coda they will eventually reach, of course, is the truth; the twist that keeps you compelled to stay with them as they push through the gristly mystery. Jacob’s ending is not a happy one, but it is powerful and importantly, supports the twists and turns that preceded it. And we feel elation at the end of the film, too, which is ultimately the emotion that every survival horror should elicit; an enormous sense of relief after our own short brush with madness.

If you haven't seen Jacob's Ladder and you're a fan of horror in video games, it comes with my highest recommendation.

Lucy O'Brien is Assistant Editor at IGN AU. Follow her ramblings on IGN at Luce_IGN_AU,or @Luceobrien on Twitter. Follow the whole Aussie team on the IGN Australia Facebook page while you're at it!

Sunday, May 5, 2013

IGN AU Pubcast 69: Grand Theft Awww Yeaaah

Question: How do you make a great game even greater?

Answer: Just add more Batman.

It's a simple and indisputable fact - most games don't have enough Batman in them. Tetris? A classic, but it could have been classic-er. PaRappa the Rapper? Man, talk about a title crying out for a Caped Crusader rap. I bet Alfred drops a mean beat, too.

Even if your game has some Batman, there's always room for more. Just look at Injustice - it went out of its way to have BAT TO THE MAX. And thank god it did, because too much Batman is barely enough. Anyway, join Cam, Luke, Tristan, Lucy, Jem and Baker as we discuss this and so much more in this very special* edition of the Pubcast.

Deviant Art's Defiant-Ant has his finger on the pulse...

Episode 69 Dude!

  • Grand Theft Auto V! Lucy and Luke have both seen the new extended demo and are in love
  • Amateur Surgery Corner, with Ben Baker! IGN AU's resident doctor on operating in space... in Surgeon Simulator 2013!
  • Injustice for all! Except for Jem!
  • Deadly Premonition: The Director's Cut. It's like a whole new... pretty much the same thing. We don't mind
  • Not nearly as much "blue" humour as you'd expect. Or should that be "blew"? No, no it shouldn't. At least we get a couple of Bill & Ted references in there
  • Lucy on interviewing J.J. Abrams. Spoiler alert: it was totes awks
  • Should Gearbox have to pay damages for the Aliens: Colonial Marines debacle? What would Judge Reinhold think of this case?
  • Ben Baker is going to Japan! What the hell should he do while he's over there? Aside from watching episodes of his favourite show, The Big Bang Theory, that is
  • Are you heading to PAX Australia? If so, boy, do we have exciting news for you!
  • Now featuring a new svelte file size! Just think of all the things you could do with that extra bandwidth!

*May or may not be special

Download it today! Episode 69!

And don't forget you can check out (almost) all the previous episodes on iTunes. And hey, why not subscribe while you're there? Also! Come join the IGN Australia Facebook community.

The Wolverine's Silver Samurai Poster Revealed

Director James Mangold tweeted the new Silver Samurai poster below for his upcoming film The Wolverine:

Iron Man 3 Has Second Highest Opening of All Time

Marvel's box office streak continues. Iron Man 3 had the second biggest domestic opening of all time ($175.3 million), second only to Marvel's The Avengers (which bowed last summer with $207.4 million).

The Shane Black-directed sequel also received an "A" CinemaScore, according to THR.

Internationally, Iron Man 3 has made $504.8 million for a global total of $680.1 million, pushing Disney past the $1 billion mark at the worldwide box office. Iron Man 3 also broke records for IMAX, having made just over $40 million internationally.

Here are the weekend box office estimates via Rentrak:

  1. Iron Man 3 $175.3 million
  2. Pain & Gain $7.6 million
  3. 42 $6.2 million
  4. Oblivion $5.8 million
  5. The Croods $4.2 million
  6. The Big Wdding $3.9 million
  7. Mud $2.2 million
  8. Oz the Great and Powerful $1.8 million
  9. Scary Movie V $1.4 million
  10. The Place Beyond the Pines $1.3 million

Listen to the most recent Keepin' It Reel podcast to see how we fared with our predictions.