Blogger Template by Blogcrowds


Over the years, the Indiana Jones franchise has taught us how to build pacing and dramatic tension in storytelling. Unfortunately, the new lessons from the latest outing are of what NOT to do, which is truly tragic considering the storied history of its predecessors.

I will try not to dwell on my firm belief that Indiana Jones and the Kingdom of the Crystal Skull is the sole perpetration of one George Lucas hiding behind the names of Stephen Spielberg and David Koepp, careful not to garner further negativity in the piecing back together of his reputation.

Spielberg and Koepp are both far too intelligent and accomplished to be responsible for the dreck of a motion picture this turned out to be. Whatever Lucas has on them, however, seems to work as they are taking responsibility, leaving filmmaking’s answer to Darth Vader with nothing but a co-story development nod… I guess reputations need not be worried about when you’re taking the rap for a man as powerful as Lucas.

But fans aren’t stupid.

The current 64% Tomato-meter reading on Rotten Tomatoes says it all. Common filmgoers for whom these movies exist are, for the most part, disappointed, and they’re blaming Lucas more than any of the rest of the triumvirate. In case you haven’t been to school in a while, a 64% translates to a D on the trusty report card. Hardly something those of us with parents or ambition care to take home to mother.

After 19 years, one would think the premise could have more creativity behind it, and those responsible for creating the character in the first place would be getting wiser, not dumber. But alas, it takes only 10-15 minutes of the new installment for fans to realize age does not necessarily bring wisdom… yes, sometimes we get stupider.

This brings us to our lesson for today – how to keep credibility in your fiction. A series such as Indiana Jones brings with it tons of fun, out-of-this-world excitement. The first time around we had the lost Ark of the Covenant; the second time it was the sacred Sankara stones; the third it was the Holy Grail; and this time, it’s the crystal skulls of unknown origin.

There is nothing inherently wrong with any of these prized objects as the focal point of their stories, and in the previous three cases, execution was pitch-perfect. But ten minutes into Crystal Skulls, I was rolling my eyes, shaking my head, and giving up on any hopes that it would turn out decent.

How come?

After all, I love the Indiana Jones character. I was prepared to forgive any shortcoming (within reason) this film might have, deciding that I would ultimately like it even if I had to make myself. Truthfully, expectations were low after seeing the preview, but I was still convinced there would be enough of good old Indy present to win me over. Unfortunately, those dreams were fried the minute Dr. Jones stepped into a lead-lined refrigerator, which subsequently crash-landed after being airlifted hundreds of feet by the blast. As if Indiana Jones could have survived the blast itself in his lead box, the crash landing would have killed him.

The scene completely defies every law of physics, and leaves viewers wondering what the hell they’ve just witnessed. Is the close-up on LEAD-LINED supposed to compensate for the fact that Indiana Jones falls a minimum of ten stories in a hard, rickety box, and walks away with nary a scratch on him?

Lucas and Spielberg claim they set out to make a 50’s sci-fi type B-movie, but they did so using a character grounded in reality by his previous adventures with the one small exception that he’s limited by age. Also, the environment is subject to 1950’s history, knowledge, and technology, meaning some ground rules apply to fantasy elements.

The atom bomb, we know through history, was powerful enough to obliterate two enormous cities and cause years of suffering to follow once inflicted on Hiroshima and Nagasaki, yet Indiana Jones is near the point of impact and survives within the confines of his flying fridge after plummeting hundreds of feet to earth.

Mutt Williams (Shia LaBeouf) is knocked off an elevated road in the thick of the jungle, where he manages to catch on to a dangling vine, which is certainly possible… but to hit it with just the right amount of momentum to swing to the next and the next and the next strategically placed vines via hokey CGI idiocy? Please.

In the past, Indy would get in to some pickles, but there was always a plausible way out that led to some thrilling escape, expertly photographed with the best technology currently available to convince us he just did exactly what it looked like he did, creating the necessary suspension of disbelief so we can accept the story.

Not so here. This is the worst of the worst, and while CGI is hardly a factor in writing, it reminds us here that our audiences are comprised of people… real living, breathing, people, the simplest of whom are still complex creatures. You do something stupid like what is seen here, and rather than be thrilled, they’ll feel insulted.

When writing a work of fiction, whether grounded in reality or floating in the clouds of make-believe, remember your environment carries with it certain ground rules. You can obviously get away with more in a futuristic setting. But when it takes place on planet Earth, certain limits must never be broached.

The audience knows this world. They live in it. Don’t try to set your story in their world, and then tell them certain common sense rules don’t apply. If you do, they may not hate you for it, but your story won’t be so lucky… of course, if you’ve already got a franchise of three spectacular and successful films with over 25 years of history behind them, feel free to ignore all my advice and keep doing things your way. Audiences will continue to check out your morbid curiosities.

For the rest of you, stick to the ground rules, and maybe you’ll one day arrive at a $311 million worldwide box office? Until then, focus on good storytelling, and realize that not all make-believe is make-believe.


Few films from the horror genre terrorize their viewers like this graphic, deliberately paced gem from director Takashi Miike. AUDITION shifts from first to fifth gears without warning and leaves you feeling somewhat deceived by what you've witnessed. However, the change is intentional and the result is one of the best recent horror efforts on any level AND in any country.

It starts with Aoyama (a widowed TV producer) holding mock auditions for Mrs. Right at the behest of his best friend. The role is for the lead in a fictitious network production. Asami is a mysterious young lady, who hopes to land the part, but ends up capturing the real role instead. These two people share equally traumatic histories, but different forces of nature bring out their back-stories. Aoyama lost his wife to sickness. Asami survived something much more sinister. For a moment, it seems the two may have actually found happiness in each other - until Miike forces us to see the world from a heinous reality as we enter Asami's past and learn in mercilessly visceral fashion the woman she is and how she came to be.

As social commentary, the Asami character should be admired for her strength of will and utter disregard for resignation. While on the surface she seems like an afterthought, she proves herself capable of living in a man's world and making it her own. She has many layers, but as each one peels away, we're left with an uglier, more aggressive truth. She's a survivor. Even a predator. One example of this is the gruesome surprise Asami has stored away in a burlap bag on the floor of her apartment. She's obviously no stranger to the ability of taking powerful men and reducing them to mindless, tormented shells that would lick a bowl of her own vomit if she sat it down in front of them (unfortunately, I'm being quite literal). In fact, the men in her life have a history of holding great power, only to have her assume brutal control when she grows fearful they'll one day tire of her and say good-bye.

At the film's outset, there's something very bothersome about the actions of the male characters. Putting women in a competition against one another for the affections of one man is pompous, and Aoyama's agreement to the process shows a dark side to his human decency. However, it's difficult to see his inevitable suffering as an even trade. He is a man, and he has agreed to something chauvinistic, but his underlying interests are both well intentioned and externally motivated by his other more secure male counterparts (namely two, his best friend and teenage son). What makes Aoyama's foolish choice to play along so forgivable is his vulnerability. In a way, he's as victimized by his own gender as his female cohorts. He rushes into the decision to have an audition because of pressures forced upon him to move on when perhaps he's not quite ready to do so. He shares qualities likened traditionally to women, thus the conflict between his own masculinity and the ideals of those he trusts are thrust against his more feminine nature. He's kind, sensitive, nurturing and ready for commitment after many agonizing years alone, with nothing but the upbringing of his son to quench the thirst for companionship. The crux of the film's events all rest on this one decision Aoyama makes to follow his friend's idea and his son's "move-on-with-your-life" encouragement down a very dark road from which he may never return.

Guiding Aoyama on his terrifying journey is Asami, one of the most fascinating female leads to grace the horror genre since Jessica Walter's turn as Evelyn Draper in Clint Eastwood's too-often-overlooked PLAY MISTY FOR ME. However, these two homicidal characters are far from alike. Draper was more of a thickheaded, proud, obsessive psychopath, while Asami's straightforward neurological misfires can be largely attributed to abuse, neglect and a perpetual fear of loneliness. Neither woman is someone you'd want to meet at the local bar or dance hall, but they have distinguishing human characteristics, agitated to an insatiable degree by their perceptions of what men do to them. In PLAY MISTY FOR ME, you never really get a clear picture of what caused the imbalance in Draper's head. AUDITION is not quite so viewer-friendly, and the explicit details work to build sympathy for the destructive Asami. Her heartbreaking life mixes with the meekness of Aoyama to put the viewer on a collision course with tragedy. And with a gruesome, intense final 35 minutes, what a tragedy it is!

It's very hard to imagine an American version of AUDITION succeeding on the same levels. Hopefully, we'll never be subjected to such an attempt. Ultimately, this film wins out because of what it has to say instead of what it has to show. There is graphic, leave-nothing-to-your-imagination violence here, but the social commentaries and vivid characterizations make these depictions of brutality all the more compelling. Such a notion is lost on domestic, watered-down horror. Whether this film is making a statement about male and female roles in society, relating to anyone who's ever experienced a bad break-up, or wrenching your gut with raw, unequaled, blood-soaked horror, AUDITION, like its female star, is a film with layers, surprises and ferocity.


[SPOILERS AHEAD – BE WARNED]


In geometry terms, story structure can be defined as the distance from a starting point to an endpoint. In Richard Sarafian’s Vanishing Point, that structure gets turned on its head, emphasizing what would become an influential form of storytelling as well as asking the question: can a man be defined by a solitary moment?


Simply speaking, Vanishing Point is exactly what the title claims it to be: a point. But within that point are the events and risks taken by a single character known as Kowalski. (“First, middle, and last.”)


Kowalski’s life is a mosaic of broken images revealing dreams unfulfilled. He tries to live by his own sense of what’s right, but those efforts are usually stamped out by an establishment that refuses to accept him or his moral code.


Detailing Kowalski’s life, we see a breathtaking motorcycle wreck he inexplicably walks away from; a tragic relationship that ends in the drowning death of the only woman he’s ever loved; and a noble stand made against a crooked ex-partner that results in his dishonorable discharge from the police force.


The establishment doesn’t understand him, and it doesn’t accept him.


As a result Kowalski becomes the quintessential existentialist. His life will no longer be ruled by an outside system. He will live and die on his own terms in the front seat of a 1970 Dodge Challenger (“super-charged”), as he takes police on a wild car chase across Nevada for a fateful rendezvous in San Francisco. Along the way Kowalski’s priorities change as he realizes the impact his journey has on the rest of the world.


Cheered on by a blind, high-strung radio DJ (“Super Soul” – an amazing performance by Cleavon Little), Kowalski becomes a symbol for freedom from oppression for a lot of listeners. Helped along the way by a down-on-his-luck old-timer and a couple of outcast hippies, Kowalski finds kinship only with those who share his philosophy and his pain. But ultimately, Kowalski can live for just one person – himself – and it puts him in the driver’s seat to his destiny.


Just what will it cost him?


Those who don’t “get” Vanishing Point criticize its finale as being anti-climactic. However, if you’ve followed the film and its character every mile of their journey, you know what happens on the outskirts of San Francisco in the late hours of Sunday morning is a fitting and exciting fulfillment to the end of Kowalski’s long journey. It is a final stand Kowalski makes, this time answering to no one but himself.


Every time Segarini & Bishop’s “Over Me,” rolls out for Kowalski’s final ride, I tingle with freedom and the thrilling reality of what it’s like to truly live.


Sadness.


Fear.


Excitement.


As Kowalski hurtles toward his destination, we know what the next fleeting moments will bring. Odd – in these last seconds of Kowalski’s life he (and sympathetic viewers) feels more alive than any other point in the film.


Hardly an accident.


Kowalski is a man defined by a single event: his death. Without it, nothing else in his life matters. He cannot be taken alive, even though he has done nothing that would garner serious jail time. If Kowalski stops the car and gets out, he is arrested, slapped on the wrist, and released back into society to live his “life.” But he rejects society because it has rejected him.


What life would he have left if he gave in?


That last smile Kowalski gives is one of understanding. It wasn’t clear, even to him, till the moment he saw the bulldozers blocking out the road what must be done to achieve his goal. After the vanishing point comes, no one understands what to feel:


Law enforcement cannot figure out why a man would pick death over a harmless misdemeanor infraction.


Onlookers are numb.


And admirers – such as Super Soul – are angry Kowalski refuses to change his mind. They think he’s taken “the man” for one hell of a ride, but it’s time to stop and fall back in line. It’s hard to understand why death would be a viable option unless you’re inside Kowalski’s head. And Sarafian does a great job of putting us there.


What are the lessons learned from Vanishing Point?



  • Stories need not be chronological.

  • Flashbacks are okay. However, they must not be filler. They should be relevant to the character’s present.

  • Characters must be active to be interesting. They should do things. They should have philosophies they stick to at all costs.

There is a reason Vanishing Point is remembered and embraced by legions of fans. There is a reason new audiences are discovering it every day. It’s an incredible story about being true to one’s self. Like Kowalski, it doesn’t always follow the rules of the road, but does a top-notch job of getting us where we need to go.


SOLE SURVIVOR has come to DVD from the crew at Code Red (http://www.codereddvd.com/), and while that may not mean much to today's audiences, trust me: it's a good thing.


A loose remake of David Hemmings' THE SURVIVOR from a couple of years earlier, SOLE SURVIVOR tells the story of an advertising executive, who walks away unscathed from a plane crash that kills every other passenger. Unfortunately, Death is not content and decides to come after her. Sound familiar? If you're thinking FINAL DESTINATION, you're good at making connections.


Unlike that trio of highly successful horror films, gore is kept to a minimum. (There's a tad.) But the tension? Nearly unbearable.


Also unlike the FINAL DESTINATION films, SOLE SURVIVOR never made any serious money in its heyday. But it did make an indelible impression on my young mind, scaring me into many sleepless nights where I was positive those zombie-eyed corpses calling for young Denise Watson's soul were standing over me, knives-in-hands. It also accounted for a few nighttime accidents when I was too terrified to negotiate a dark house for a bathroom.


(Who knew what was hiding there?)


Needless to say, I love the film. In the home of my horror movie madness... and, guys, I'm a nut for the genre... this is one of the strongest pieces of foundation. It reaches a level of tension I vainly hope each new horror film will aspire to; and in the years before and after, there haven't been many to move it from its perch.


So when I set out to write this column, I was shocked to find how difficult the ideas came. How could a film I love so much offer so little in writing fuel? I asked myself: what is the best part of the movie? What drew me to it? What portions do I declare, in book terms, as "unputdownable"?


Scanning the film in my brain, I think about how well tension is built. Time moves with so little effort we hardly realize because we're too busy wondering what is behind us... if the bad guys will catch her... who will die next... the list goes on. The realization occurs to me that SOLE SURVIVOR is good at what it does because it accomplishes visually what a writer must perform through words. It establishes a foreboding mood through the absolute dread and paranoia of its characters.


And therein lies the definition of what mood is: the way your characters read the events around them. How do they see things? While SOLE SURVIVOR is able to use creepy music to heighten tension, it understands that without characters to feel, to think, to sweat and dread, there's little reason for the audience to care about anything. Yes, music plays a part in draining every drop of tension from the proceedings, but that tension is only possible through first establishing the characters.


What are their likes? Their dislikes? Their secret hopes and dreams? Their views on life, the world, God, etc.? Think about the characteristics that will be important to the story you're telling. Create a character with a "real" way of looking at things.


For Denise Watson, she states how she's always felt lucky... things always seem to work out in her favor, even under less-than-favorable conditions (such as a plane crash). While I'm of the "without bad luck, I'd have no luck at all" camp, I can relate to Denise because of her paranoia. She knows this is uncommon. Most people aren't privvy to the same strokes of luck. She acknowledges it. And she continues with her view by stating that she fears it will come back to her. The scale is tipped in her favor, and something must be done to balance it.


How many times have you felt uneasy because things were going too well? You knew, just as sure as you committed to the feeling, someone would call the house with layoff news, a death notice, or the cancellation of your favorite TV show. This hypochondriac mentality consumes our ability to enjoy anything.


While I'm not always like that, I can relate to the feeling. And it's from this relatable sensation that the seeds of tension are sewn.


When mysterious people shadow Denise's movements, she starts to connect the sightings with a phenomena known as "Survivor's Guilt," in which the survivors of a catastrophe follow their fellow victims into death within a few months of the initial occurrence. In Denise's mind, a more sinister possibility comes with the phenomena... the possibility that Death has sent its victims back to collect her soul. She's the one that got away, and that just can't happen.


The character's viewpoint brings us in, and adds dramatic weight to the dangers that soon follow. But it all starts with an outlook. Your characters are your story. This edition -- and the blog itself -- harps on that fact so much because it's through your characters that mood and, subsequently, tension (or the feeling that something is about to happen, and you just can't wait to find out how it ends up) will grow.



Welcome back, one and all. This week we look at a film endangered of being forgotten – and unjustly so. While BLOWN AWAY won’t go down on any Ten Best lists, it’s a solid piece of filmmaking, and probably one of the last American action movies to rely on real-world special effects. Filled with great character development and tons of earth-trembling explosions, the film masters in suspense, and provides textbook examples in suspense for all creators.

In BLOWN AWAY Jeff Bridges plays Jimmy Dove, a Boston bomb squad technician with a haunted past, now about to revisit him in the form of a mad bomber, his ex-mentor. Using the tried-and-true, teacher-versus-pupil, good-versus-evil formula the film avoids the discomforts of cliché by pulling the rug out from the audience’s feet every chance it gets, and lighting a slow burning fuse of anticipation that explodes in a climactic final showdown, and one of the largest explosions ever filmed. (For the comic book author, a full-page shot indeed.) While film has many advantages to building suspense, we in the print medium are not as handicapped as we think.

The film opens as Gaerity (Tommy Lee Jones) awaits the return of his cell mate in the bowels of an Irish prison. We glimpse their camaraderie. We know there is an escape plan. And we know Gaerity could have gone alone, but for some reason, he chooses not to. He waits, apparently out of friendship. “I’ll wake you when it’s time,” he tells the man. And he keeps that promise, but follows it with a switchblade to the windpipe seconds later.

In the first reversal, Gaerity shows us why he waited. He needed a liquid to build the explosive that leads to his escape – so he uses his friend’s blood. Immediately, the film creates suspense, establishing clearly who the villain is, and shrouding his motives. Our expectations for Gaerity cause uncertainty (till the reveal) of the lengths he will go to, and what those closest to him can expect if they hang around too long.

The opening scene accomplishes both types of suspense – what I will call “the impulse buy” and “the staples.” The former is a plot-driven construct. In other words, it is born of the story environment. The latter is character-driven, an absolute necessity if the former is to succeed. Think of it like a trip to Wal-Mart, or some other large multi-purpose supermarket. You show up for the staples. Sure, you may purchase some impulse items along the way, but you’ll never buy into them if the staples don’t get you in the store.

With the staples the audience finds out what they should expect from the major players. What evils is our villain capable of? What nasty memories haunt our protagonist? What extent will he go to for self-protection and/or prevention of the evildoer’s ghastly plan? In other words, we discover who the characters are as people. Is he the type that would beat his granny to death with a lead pipe? Would he storm into a burning tenement to save a small child? Perhaps he’s capable of both extremes?

BLOWN AWAY establishes all these parameters early in the plot, and allows suspense to spread like a viral epidemic with each plot-based development – the impulse buys. At this point, we know what the cast is capable of. Now we can move to the environment of the story to create more chills. BLOWN AWAY does so with one spectacular set-piece involving Dove’s new wife and step-child as they return from the grocery store. The everyday mundane chores are each put to the test as wife and daughter reach for hanging light switches, turn on burners, ignite oven flames, and answer phone calls, oblivious to the possibility there is a madman watching them with expertise in homemade explosives.

Writers John Rice, Joe Batteer, and Jay Roach, and director Hopkins, realize how to place their visuals to milk this scene of every last drop of suspense. Just as each new possible deathtrap is revealed, the scene cuts to Dove racing across town, frantic to stop the explosion before it occurs. Meanwhile, we’re not sure if there is an explosion till the camera returns, and it’s time for the next deathtrap.

If I were writing this scene in comic book form, I would lay out panels so that the switch is flicked at the end of the page. Keep audiences wondering if the worst they think is about to happen really does, or if it’s just an overactive, paranoid imagination. If you can wait an extra page, audiences will love you for it. We all like to say we’re not the beat-around-the-bush types. But when it comes to suspense, we love to be jacked around. It’s basic human nature. That’s why TV programs such as HERO and comic books like STAR WARS, SPIDER-MAN, and FEAR AGENT continue to enthrall us.

When crafting suspenseful scenes for your story, recall and reuse the two types of suspense. Know these two forms are inseparable, and one cannot exist without the other. As with good storytelling, suspense starts with knowing your characters – their personalities, their capabilities, their limitations. Once they’re established, you’ll be surprised where they take you; and you won’t be able to stand the wait of getting there.


This week, we are taking a look at IN THE LINE OF FIRE, a film by Wolfgang Petersen, starring Clint Eastwood, and ranking, in this columnist’s opinion, as one of the five best thrillers ever made. The special edition DVD includes a treasure chest of extras designed to dig into the great details filmmakers included to achieve authenticity. More importantly, the film itself stands as a wonderful piece of pacing and characterization into which we will delve with further detail in a moment.

But first, I want to thank Drew Melbourne for his undying patience, as I had to take a little time off for the Spring Break crazies. Let me clarify. School is always a rushing river of madness and ignorance as the little turds I teach day-in, day-out do everything they can to make sure they do nothing they’re supposed to.

So it goes. The weeks leading up to break always carry with them a lot more pressure. In other words, it’s been a while. But I’m back.

Recharged. Rejuvenated. Ready to watch some movies and special features. Make some observations. And figure out how it all makes sense to us comic book writers.

Now don’t misjudge me, nor call for my head, when I attempt to explain my reasoning for choosing Clint Eastwood’s IN THE LINE OF FIRE over his earlier effort as the iconic Harry Callahan in 1971’s masterpiece DIRTY HARRY.

In no way am I saying the former is better than the latter. Just different. And for my purposes this week, it is more suited to this column’s subject… finding redemption for your characters, and giving them a journey worth our time.

Eastwood stars as Frank Horrigan, a tormented Secret Service agent called back into service, to capture a ruthless psychopath out to assassinate the President.

Horrigan has more than one demon in his closet, the first and most vital, his failure to prevent JFK’s assassination. Now retired from Presidential detail, he spends most of his time busting counterfeit operations. In fact, it is here that we first meet Frank, alongside his partner, a younger agent (and family man) who isn’t quite up to the chances Horrigan takes.

“Go home and hug your wife and kid,” Horrigan tells his partner immediately after one close encounter. He knows how important it is, implying a past experience, yet he also volunteers to check out the apartment of a wacko, who has designs on terminating the President; so we know that whatever that past experience is, is no more.

Frank not only knows about failing at his job, he also carries guilt over another human being’s death, and he allows alcohol to run off his wife and daughter where they are no longer a part of his life, as the killer reveals in their first conversation.

Responsibility for the nation losing its leader.

Responsibility for a broken marriage.

Responsibility for letting go of his role as a father.

That’s a lot of baggage for one man to carry, and might even drive many to an early grave. But here Frank is, entering the twilight years, and still lamenting what could have been. He is a character ripe for the redemptive journey.

Now as storytellers it’s important for us to note the severity of what has passed in Frank’s life, and what is yet to come. Though his wounds are serious before we first meet him, they do not compare to the struggles he must face, if there is to be a story. While one setback may not seem as severe as his back-story, keep in mind that this journey is the last chance he has to salvage his soul. In that regard, even the most minor of details threaten to fracture all hope, when before, he still had some reason that pushed him along through the daily chores of living. Placed under that microscope, Frank’s current actions matter a lot more than any previous tragedy or accomplishment.

For the redemptive character on his journey, this means the worst failures are yet to come. As writers, don’t be afraid to lather on the roadblocks, disappointments, and tragedies.

Before Frank Horrigan redeems his life, he must survive a lot more trouble, the least of which includes his age subjecting him to the butt of practical jokes; the greatest of which includes causing the death of his partner. As is often true in life, things must get a lot worse before they can get any better.

Horrigan’s disappointments are peppered throughout with a few successes. Eventually, he gets under the killer’s skin and discovers the more personal details that will enable him to win out in the end. But before that, he will live with the knowledge that he could have stopped his partner’s death. He will also be removed from Presidential detail, and ordered to San Diego, miles away from the dinner where assassin Mitch Leery plans to kill the President.

He may even have to take that fatal shot.

As I mentioned before, IN THE LINE OF FIRE has breathless pacing and top-notch characterization. Nowhere is this more noticeable than in the film’s final act. If you could place its structure on a timeline of events, you would notice that line gets pretty crowded around the climax and resolution. Each setback faced in this region of the story means disaster for Horrigan as he moves forward on his journey. Likewise, realize that your hero must face his toughest challenges on the way to that one defining moment where he will succeed or fail.

Say our hero is too far away to save his girlfriend from the killer he knows is coming to her apartment, where she watches TV oblivious to the fact. He will have to call her and give a warning. It’s this moment where she refuses to answer because of the fight they had last night. She won’t accept his calls, so the one sure way he has of warning her in time is no longer available to him.

All hope is lost.

Will he carjack a banker on the street outside so he can race home and save the day, or will he resign to the knowledge that she’s as good as dead, and go out for a slice of Chicago-style deep dish? The setbacks and how he reacts to them will decide how he will react in that one defining moment. Make sure each new aggravation is more important than any your character has experienced so far. Failure breeds conflict.

Conflict breeds purpose.

And purpose means the redemptive hero is in the driver’s seat to arrive at his destiny. It’s his last chance. With a good writer’s help, he will have a journey worth taking, and the spiritual constitution to complete it successfully.


Last week we looked at THE STING and focused on proofreading, feedback, and revision, asking the question, “How much is enough?” This week we dig a little deeper into the supplemental material of the recent Legacy Series release, as well as the film itself, for a look at character, and how it should drive our stories.

When developing a character, ask yourself the following question: What baggage does he/she bring to the story? In other words, what difficulties will your characters face because of their back-stories?

BAGGAGE CLAIM

In THE STING, Johnny Hooker, a small-time con man played by Robert Redford, comes face-to-face with the dangers of his job when a friend and colleague falls victim to the murderous Doyle Lonnegan (Robert Shaw). Hooker knows he’s dealing with a man of great power, and he knows head-on confrontation will not end well. Enter Gondorff (Paul Newman), a down-on-his-luck genius, who just might have what it takes to give Hooker the revenge he is looking for. But before these two can enact any sort of plan for retribution, they must overcome their pre-film baggage.

Hooker and Gondorff each have two forms of baggage with which they must contend: the physical and the emotional. Hooker’s physical baggage manifests itself in the form of an obsessed, tough-talking detective (Charles Durning), who watches every move of the young con artist, waiting for that day when he can put Hooker away for good. Emotionally, Hooker is a “hot head,” as Gondorff points out in their first meeting.

Gondorff, on the other hand, has made a very powerful enemy out of a top politician, who decides to sick the FBI on him as some form of payback. As a result, Gondorff is now down-and-out, living in a tenement that deeply contrasts all the stories Hooker has heard about his reputation. The dashed expectations lead to an early dislike, and possible distrust, between the two characters. This will factor in with double importance later. Emotionally, Gondorff now sees himself as a failure. Let’s face it – that’s what he is. How are these two men going to “sting” one of the biggest gangsters in town with the heat they bring to the table breathing down their necks?

And so, tension is born – tension between Gondorff and Hooker; tension between Hooker and Lonnegan; tension between Gondorff and Lonnegan; tension between the FBI and Gondorff; tension between the stubby detective and Hooker; all created not within the film itself, but in the events leading up to the film.

Let’s pause for a moment and apply. What lurks in our characters’ histories that might make their current lives very difficult? If your character has a goal to achieve – something they cannot ignore till it’s accomplished – decide what immediate complication could jeopardize the entire operation.

(And make sure you screw your characters good.)

Don’t make it easy for the bastards. They take away valuable free time, and they usually get off easy in the end. They deserve to be punished, so let ‘em have it.

A NEED TO KNOW BASIS

Unfortunately, in a column such as this, I fear certain spoilers are a necessity. That’s why I request you watch this film before proceeding, if you haven’t already.

With that said, it’s time to examine how writer David S. Ward uses our own knowledge against us to create the groundbreaking twists and turns that, in essence, left THE STING so emblazoned in the minds of filmgoers everywhere.

Let’s think back to our baggage claim. Remember the FBI? The FBI certainly remembers Gondorff. He was probably subject to heavy FBI probing before the film opens, which may or may not have been anal in nature. It’s that knowledge we have of the situation that leads us hook, line, and sinker, into the film’s biggest trap. We know Gondorff’s history. We also know he’s plenty capable of staging the elaborate, as seen in the setup of Lonnegan’s dupe. These elements combine to complete the film’s greatest challenge – convincing us the real FBI has stormed the place and gunned down Gondorff in the film’s twisty-turvy finale.

Ward plays the audience against their own knowledge throughout the second and third acts. He uses the tension created from Hooker and Gondorff’s initial meeting to make the audience believe it’s possible for one to turn on the other. To audiences of the seventies, a decade opposed to the norm of the Hollywood ending, THE STING could have been another in a long line of depressing films. By the time it came along, a double tragedy wouldn’t have been far-fetched. In this case, the differences between our heroes are just enough to create the possibility for betrayal.

Tying the two together – the FBI presence and character conflicts – we actually see a double-cross go down, ending with Gondorff shooting Hooker, and the FBI shooting Gondorff. A puzzled Lonnegan, having lost his money on our heroes’ illegal gambling operation, has no choice but to flee or face certain jail time. Our stubby detective, in an effort to play kiss-up to both the FBI and Lonnegan rushes the mobster away from the premises to never again see his money. Both are unwitting pawns – dupes, if you will – to “The Sting,” which has gone down right before their eyes. The “FBI” is a phony group slapped together by Gondorff. The blood seeping through our heroes’ high-dollar suits are from exploded squibs.

Lonnegan has been had – and so have we – all because writer Ward took the time to set those expectations in our heads.

Ward creates baggage. He establishes specific facts early regarding the characters. He tells us only what he wants us to know when he wants us to know it. We follow the bread crumbs he lays out for us to the great big boiling pot at the end. And that pot burns us with the very information we took for granted earlier in the film. But it burns us without lies or cheap tricks. It burns us fairly. And at the end of the day, there’s nothing an audience enjoys more.

It’s a delicate line to walk. How do we do it?

A good way of determining what the audience should know, and when they should know it, is to outline our stories ahead of time. We must know our endings. We must, like our characters, have a goal to work for. Also like our characters, we have plenty of complications. Neglecting this step runs the risk of overcomplicating things. We have too many options, and we can’t decide which one is best. So, we end up writing ourselves in circles till frustration sets in, a wide maniac’s grin takes our faces, and we run every page of our work through a confetti shredder.

Switching gears to characters, define who they are. Give each a goal. Give that goal as many complications as possible. Then, let them work with and/or against each other to see those goals through. As we fill in these blanks, scenes will take shape. From there, it’s time to determine what the audience should know, and what the scene should accomplish amid the story’s whole.

I hate to be the bearer of bad news, but what these factors usually mean is you won’t finish quickly and be ready for acceptance from the hottest publishers. It took David S. Ward over one year to write a screenplay. Screenplays are traditionally accomplished in a much shorter length of time – at least under the watch of one writer. But in the end, the time and care earned a very young writer the highest honor in his field. Don’t rush it. Quality takes time, even for the best. You can’t expect the ideas to evolve over night, and magically draw in the big money offers.

Time and care – both are necessary for revision, but don’t let the quick drafters out there fool you: they’re equally vital to the creation process.

So slow down if you haven’t – and put some smarts into it. See you next week.


I know what killed me. Approximately two hours of sitting through I KNOW WHO KILLED ME on DVD. And if that doesn’t segue appropriately enough for talking about a crappy movie like this one, I’ll simply have to make due.

Grotesquery is the word of the day. Let me ask, what the hell is wrong with this movie? I KNOW WHO KILLED ME, currently available on DVD after its oh-so-short theatrical release subjects us to the slow, senseless torture of a girl who may or may not be Aubrey Fleming (but is probably Lindsay Lohan).

Left for dead, she theoretically resurfaces in the form of Dakota Moss, a girl with a shockingly different account of her identity from the versions of her loved ones. Dakota is sure she isn’t Aubrey, and she’s got the story to prove it. But Aubrey just so happens to be a writer – perhaps she’s been sucked in to the story she is creating?

Ah… therein lies the question.

Of course, the only things sucking in this film are the performances. But this is a blog about writing… particularly about the use of film and DVD to improve our writing. So the performances technically have nothing to do with it.

(Nor does direction, which is a good thing, considering the movie wins no awards in that area either.)

First thing: I am an optimist. Show me any anal rock-monster that gets produced and I’m sure I can find some kernel of corn worth re-digestion.

(Okay, that was disgusting, but give me a break: writing a blog is quite time-consuming, and one must grasp at whatever straws are available.)

The film does have its qualities. Its intriguing premise and sometimes characterization are highlights. Unfortunately, the script fails for a variety of reasons, acting and direction notwithstanding.

Lohan’s dialog as bad girl Dakota Moss often tears from her lips like prose in a trashy romance novel. The plot twists are convoluted to say the least. The climax (and “shocking” reveal) is far less intriguing and more ridiculous than what would have been had the plot followed a normal, obvious path. For once, I was upset that a film did trick me because: a) the twist is ludicrous; and b) the entire third act hammers said twist into place like a square peg through a round hole.

Moss is a slutty stripper, who seems to have taken over where good girl Aubrey left off. But are they within the same body? Has Aubrey created Dakota to “take over” her long life of crowding expectations and overachievements?

It’s not exactly subtle where the story leads us, and this could be the reason thrills are sparse; however, it is a rather clear use of the “foils” literary device we can sink our teeth in to for the purpose of this column.

By forgetting who she is, she shirks the ties that bind her… the desire to be more than she feels capable of… the undue pressure… even the parental restraints. It’s the fantasy of many kids that feel Mom and Dad are coming down too hard on them.

(Hell, I have those desires every time I go to work or pay bills.)

A foil is an opposite… a character that contrasts another in some specific way. While I KNOW WHO KILLED ME fails on many counts, it does give us an excellent model for how foils are constructed. Aubrey is an accomplished writer, an excellent piano player, and the ideal daughter to two nearly perfect parents. She is the girl next door in every sense of the term. But her fictional creation Dakota is a stripper, daughter to an overdosed crack-head, and a foul-mouthed, chain-smoking, promiscuous slut, with loads of street moxie and fierce independence.

Gone are the gray areas: one wears the white hat, the other black. Foils needn’t always be so cut-and-dry. Have you ever had a friend with whom you shared much in common with, but they differed from you in some way of major importance? Perhaps you both take pleasure in the misfortunes of others. You play practical jokes. But maybe your jokes are limited by a moral compass, and your friend’s is broken. While you enjoy the same things… even share certain interests in ideologies… your consciences come to a fork in the road and take different paths.

However you choose to do it, foils are great creations for the drive of your story. Think about the character you are writing. For every character trait you give them, come up with an opposite. At first, it helps to be extreme. Go the full 180 degrees if you have to. But as you grow more skilled at this “opposite game” mentality, bring the traits closer to center. In what ways are they different? In what ways are they alike? What fundamentals do they share? In other words, how close are their core beliefs? Are they Democrat, Republican, Green? Have they at long last wised up and realized their vote is wasted on the richest person and not the most capable?

It’s up for you to decide. Your characters are what make your story. And in the case of foils, your characters are what make your characters. For a fantastic character worksheet, go to http://www.writerswrite.com/journal/jun98/lazy2.htm. You don’t have to answer every section. But don’t neglect the intellectual/beliefs portion. That, after all, is what will drive your character and lead to the creation of others.


In 1973, director George Roy Hill took a young writer’s second screenplay and turned it into a winner of seven Academy Awards. THE STING reunited Paul Newman and Robert Redford from their successful turns in BUTCH CASSIDY AND THE SUNDANCE KID, but more importantly, it proved that you don’t have to be a seasoned veteran to achieve the highest honors in your field.

“It was the perfect script,” Newman said on The Art of THE STING (disc two of The Legacy Series DVD release). “I don’t think we changed ten words.”

THE STING won the Academy Award for Best Picture, solidifying Hill’s place in the hallowed halls of great directors. But it also won writer David Ward the award for Best Original Screenplay. Ward’s script was the first time audiences had been introduced to the confidence (or “con”) man, as the star of his own vehicle. His originality attracted the right kind of attention, from stars to director to studio. THE STING became the success it was because of its innovative, original content, and Ward’s tireless effort to get things right.

“It took me one full year to write,” Ward confessed. In the end, such tedium and patience proved worth it, when the young writer accepted the Academy Award.

And while the story of THE STING is, no doubt, an inspirational kick in the pants for those of us looking to “make it” in comics, or any other entertainment venue for that matter, it is also one of deeper value to our daily craft, and a sad dose of nostalgic realism for the state of the film and comic book industries.

Allow me to explain.

BY COMMITTEE

“George (Roy Hill) knew exactly what he wanted,” Newman said. “And it didn’t matter what the studio told him; he did things his way. Everything today is decided by committees and film focus groups.”

Newman’s tirade on today’s film industry is all too familiar, and reoccurs from other seasoned stars and disgruntled fans far too often. Unfortunately, I fear it also applies to the comic book community. Just take a look at the yearly maxi-series, which promise to “shake things up,” only to be apathetically forgotten by all but a handful of Fanboys keeping things on life support, instead of attracting and allowing in new fans. We have many works to be proud of – THE GOON, HELLBOY, SIN CITY (to name a few) – but what we give the public when they show an interest in comics are these committee-written “events” and monthly titles starring popular characters, whose status quo hasn’t changed in years.

Originality – it’s a missing concept. Yet it’s also something desperately needed if you want to “break in.” The cookie cutter story may sustain your career, but it will not earn you one. Aside from that, you must know what you want to preserve your creative vision.

Obviously, you are in no position to play Maverick if you’re a young buck working for a demanding conglomerate that can simply throw you away and find someone else. But in two cases, you have absolute freedom to flex your creative muscles: when you’re struggling, and when you’re established. Let’s approach this from the struggling perspective, since that’s what so many of us are.

Advice: Know what you want.

As a writer, you should look for, and listen to, feedback. Seek it out. Beg for it. Want it. Because, let me tell you, it’s desperately needed. No writer is above it. But no writer should be a slave to it either. So where’s the balance? Where is the line you should walk between receiving constructive criticism and absolutely killing your material?

When I was writing BEARCATS ALL THE WAY, my first novel, I thought reaching the final page meant I was almost finished.

Dead wrong.

I knew it wasn’t perfect. I knew I needed to comb over it a few times. And I even knew getting someone I could trust to look at it would be a good idea. Still, I was proud of myself for finishing. If only I’d known just how much work was left to be done, I might not have been so quick to have a brownie and pat myself on the back.

In my family, I have an uncle, who will tear my work a new one, if it needs it. Apparently, it did. Now you may think it difficult hearing feedback that stings. It’s important, though, you find someone, who can give you their honest opinion without being an ass about it. Even if he or she is an ass, listen to what they have to say. Sift the good from the bad, and make those changes. Once your editor has made some helpful comments, get ready, because you’re back in the driver’s seat.

I’ve always said, “I’d rather hear what’s wrong with my work than what’s right with it.” Okay, maybe not always; but that’s been my take since I started taking this whole writing thing seriously. You should feel the same way. Don’t get defensive, and hide in a corner. This is your work. It deserves more than such trivial trivialities.

One year after receiving my uncle’s comments, I came to the end of a draft I could live with. Is it perfect? Nope. But I’m darn sure it’s the best thing I’ve ever written. And guess what: published comics, graphic novels, and novels, and Award-winning films are also imperfect. It’s a harsh reality. You’ll never write the ideal piece. It could always be made better in some way, large or small.

So you have to ask yourself: when is it ready? Let’s answer with a question: when is it NOT ready?

For answers to these questions, you have to 1) Trust your writer’s instincts, and 2) HAVE writer’s instincts. That means being harsh when necessary. That means holding yourself to a higher standard than you ever would anyone else. And that means knowing when to silence the inner critic.

If you feel like something is missing… if you know of scenes that gave you trouble… if you know portions were rushed on the long journey towards a completed draft… then chances are all your fears are correct. It needs more work. But there comes a point when you’ve simply grown too close to the material.

You need a new pair of eyes.

Find that critical uncle in your life, even if he’s your wife, and let the S.O.B. tear you to shreds.

Of course, schedule a few days to lick your wounds and recover. Then, reassure yourself that he/she does not wish utter failure upon you (that they don’t hate your guts), and begin rewrites.

Work through those corrections. Throw out the ones you disagree with. Re-craft your vision into a new, improved, definitive version. On the road to that definitive version, make sure to let two or three more people look at it, if you have that luxury (or at least let the S.O.B. take another crack at it).

But when is enough truly enough? When does criticism and rewriting evolve into the mutilation of a dead squirrel? That’s a question there can be no clear answer to. For me, it’s when you know the writing has a spark that wasn’t previously there. In SPRING RIVER WILD, I knew the first four-issue arc had an undeniably flat quality to it I couldn’t quite define. I needed that second set of eyes to steer me in the right direction. Once I’d determined the dialogue needed some kind of spark, I was able to open the gates by allowing my character’s smart-ass alter-ego a crack at narrating the events as they unfold. The result was something that landed me a publishing agreement with a small comic book hopeful. They’ve since gone out of business, but the work I do continues to improve, and the series is on-schedule[i].

Look for the spark. Write in more concrete, visual terms. Expand your details and characterization, and follow those paths wherever they lead through the plotting. But be careful. Listening to too many criticisms can result in writing by committee. At the end of the day, create something that can be called uniquely yours.

Next time, we’ll take a look at how David Ward’s script uses specific characterization to create conflict, tension, and twists.

[i] (Last year’s breakdowns at Speakeasy have made me more comfortable about discussing this minor aside. When a company fails before you’ve had a chance to, don’t take that as your fault. Crummy business practices cannot be controlled, especially in this industry. The important thing is when someone has enough faith in your work to say, “Hey, I wouldn’t mind spending my money to see this published.” When that happens, pat yourself on the back, even if it doesn’t come to pass. Just make sure you shake off the pride, and the fall, and start pushing your material again.)

[SOME SPOILERS AHEAD – BE FOREWARNED]

Now that I’ve slipped in my shameless overused pun, let’s talk about the movies themselves. If you read the title, and you still can’t tell I’m talking about The Godfather series, then you may have wandered into the wrong column. Regardless, rush out and pick up The Godfather Collection on DVD. In it, you’ll find two terrific films, and one solid effort cursed with the unenviable task of living up to its predecessors.

I recommend everyone watch these films. You already have? Then do so again – totally worth it. While you’re over by disc five, pop it in, and do a little more digging into the production process. Paramount has loaded our plates with a healthy portion of Coppola’s method to adapting the acclaimed Mario Puzo novel. And while adaptation may not be your game, don’t think for a minute Coppola’s method doesn’t contain useful elements for the sequential storyteller.

"The Wedding"

During the excellent featurette “Francis Coppola’s Notebook,” we are invited into one of the most overwhelmingly brilliant planning sessions I’ve seen from a writer on any level. I wonder if Puzo even thought this much ahead when he was pounding out word-after-word to the mammoth 500-plus page count of his original novel.

Coppola starts with what he calls “the core,” which contains objectives for the scene he wants to film. “Whenever I felt there was a really important part, I would include great detail in the planning stages,” Coppola said.

In “The Wedding,” the first film’s opening sequence, Coppola delays his introduction for Vito Corleone. He decides to show us examples of the Don’s power instead.

A father begs for justice after his daughter is viciously attacked. He makes a desperate plea. Then, he waits. Finally, Corleone matter-of-factly clears his throat and begins to speak. Before agreeing to anything, he chastises the father’s request for help, when he has been too proud to seek the Don’s prior counsel. As the two men reach an agreement, a large lumberjack of a man, Luca Brasi, practices his “congratulations” speech outside the door. We observe him repeating lines, trying to determine the best way to say his piece. His nervous manner tells us exactly the kind of man Don Vito Corleone is.

Why is this sequence so effective? Because Coppola doesn’t just tell us the Don is powerful; he shows us. He uses other characters. He makes each a reflection of Corleone’s strength. We get to know the Don by watching those, who admire, fear, and respect him.

Likewise, when creating your own stories, build up characters by showing them to us through the eyes of others. What do you want us to know? Is your character a coward? Let’s see him knock over an old lady as he escapes a burning building. Is he a failure? Let’s see his archenemy triumph in a climactic fight. Create scenes where the intended emotion plays out visually.

One of my students recently had trouble figuring out how to start his short story. He wanted to tell me the names of everyone involved, as well as some small character trait for each. One character, he said, was a leader.

I asked him to elaborate.

He said he would “break up fights ‘n stuff.”

So I said, “Instead of telling me that about him, why don’t you create a scene where two men get in a fight, and he breaks it up, and really takes charge of the situation?”

In other words, find ways to dramatize. I suggest using reactions from secondary characters. Think of them as mirrors that reflect the desired emotion of your focal character.

As mentioned in the student’s example, a good way to show leadership would be sticking the character in a setting with a horde of bad-looking dudes, tattoos of naked women dancing across rock-hard biceps. They’ve waited thirty seconds since their last kill, and it’s getting unbearable. Yet here comes the leader. He is nothing special at first sight – a little smaller, maybe a few less tattoos. However, the dudes jump to attention the minute he arrives, and begin answering in “sir sandwiches.” That shows us the intended trait without the subject uttering a word.

"The Killling"

Another popular sequence – “The Killing” – uses pacing to its advantage. The scene represents a rite of passage for young Michael Corleone. After his father, the Don, is almost killed by a rival gang, he volunteers for a hit on the ringleaders of the assault. Meeting them at a quaint Italian restaurant, he sits through a discussion with the unsuspecting would-be assassins. Michael is the one Corleone without a reputation. He is the college boy. Everyone knows it. What they don’t know is Michael has a present waiting for him in the bathroom – a present he will use to blast dime-sized craters into the heads of each oblivious victim.

Once Michael pulls that trigger, he will never be the same. We know this, because of the way Coppola presents it. He uses terse, awkward bits of conversation – silence from Michael, uncertainty in his facial expressions. Then Michael, as if he’s on another planet, asks if he can use the restroom. Sure, what’s the harm? He enters. He finds the stall, and the gun hiding behind the toilet. Each moment is painstakingly slow-moving, but never slow. Coppola knows that dragging this scene out will best illustrate the stress Michael feels. He’s never killed anyone. Is he sure he wants to do this?

In your stories, use pacing to your advantage; and, most of all, use variety. Not every scene should be breathless action, where the good guy rides a motorcycle out of the 150th story of a building just before the bomb explodes, while trying to catch up to the parachute pack the bad guy has just dropped from the building’s summit. Fast-paced fighting and spectacular stunts have their place. But the heaviest suspense comes in those moments before the action. Make the most out of it. Milk it for everything it’s worth. And just when we can’t wait any longer, force us to wait a few seconds more.

"Michael in Sicily"

The last sequence we will discuss is “Michael in Sicily.” After “The Killing,” the Corleone family knows they have to get their college boy out of the country, or it’s his ass. So begins Michael’s all-too-brief escape to a world where happy endings seem possible, and the filth of his father’s world can’t reach him. Michael finds love. Marries. And steps comfortably into the role of devoted husband. His wife – “painfully beautiful,” as Coppola describes her – represents innocence, ecstasy, and happiness, all rolled into one darling little package. Michael is truly happy. But again, Coppola holds the strings, and makes us feel all these things, so he can emphasize the later point that Michael has no other choice but to turn to his father’s ways, if he wants his family to survive.

So much of this Paradise Lost motif depends on the wife. “She had to be so beautiful, it hurt,” Coppola said. Through her, we can see how Michael might truly “have it all.” And we have to believe he can have it all, for him to be able to lose it all.

When his wife is killed – incinerated in a fiery car bomb, a smile still on her face as she turns the key – Michael loses everything. Freedom, love, safety – he might as well go back to America and take his revenge.

Quick Review

Before we close this week, let’s review:

  • Pay attention to scenes you feel will be important to your story.
  • Plan those scenes out with reckless abandon.
  • Decide how you will dramatize character traits, rather than relying on endless amounts of “telling” and exposition.
  • Use secondary characters to reflect traits of your subject.
  • Use varied pacing to build suspense and take the audience’s breath away. (Don’t be afraid to make them wait for it.)
  • Have a purpose for every choice you make regarding your characters. Will they be beautiful? How will you use that beauty to advance the story? Will life be perfect for your characters? If so, how do you plan on shaking things up, and getting your story on the go?

One Final Word: "How can I screw this up?"

Perhaps the best piece of advice Coppola provides on this track is this: before executing a scene, think of every possible thing that could go wrong.

“I ask myself,” Coppola states, “how can I screw this up?” He then thinks of every possible pitfall to the execution of a scene. Settings have to be convincing. Italians can’t “talka lika thisa.” Stereotypes must be avoided. Tensions must rise at a steady pace. And last but not least, exposition must be substituted, as much as possible, by worthwhile scenes full of subtext and gradual revelations.

In other words, don’t try too much too soon.

This advice struck me as peculiar, and I’ll admit, not everyone may find it easy to swallow. After all, this idea basically amounts to revision BEFORE writing. But on second thought, I believe there is some value in what Coppola has to say. We spend so much time trying to “get it right,” we never stop to ponder the ways “it” can go wrong. Often, the blind eye we turn leads us directly into these traps. As a result, our stories begin to sound like millions of other stories destined for slush piles everywhere.

Till next time, don’t give up, keep writing, and if you need any help, dust off some of those special edition DVD’s – or meet back here next week; same time, same place.

With the recent reboot of TALES FROM THE CRYPT from Papercutz now in stores, I engaged in the internal debate of being true to the spirit of something, or changing the old formula for a new generation. Needless to say, the preview Papercutz released left me under-whelmed (as a long-time fan of the originals), but it does raise a serious question worthy of more consideration. Are we fans of the original just looking for a comfy nostalgic ride down memory lane? Are we doing the future of comics harm by holding such attitudes? Shouldn’t we just be happy this book could grow the market as it is?

Such questions inevitably led me to the state of children’s literature – not as it relates to novels (I actually think books are doing a good job these days), but to the comic book world – our world. Sure, we’ve got BONE and some Manga titles we can hand out to kids, but I sense a shortage in the American comics market of bona fide good books directed at future readership. Does the problem really exist, or is it something I’ve imagined? Comparing our market with Japan’s makes me think I’m not being paranoid. Regardless, I decided to search for a solution in this week’s column.

How does it all tie in to my weekly purpose – examining films and their special features for writing help? Read on.

Terry Gilliam’s TIME BANDITS gets it right. It’s deep, original, funny, scary, tragic, and, ultimately, self-affirming (a good quality for kids). Looking at the shortage of younger comic book readers in our country, I can’t help but think the problem exists because we’re not offering the right kind of material as creators. I’m as guilty as the next guy, I admit. SPRING RIVER WILD is anything but a children’s book. I wouldn’t want a child of mine reading it. However, I did write a young adult novel, BEARCATS ALL THE WAY, and I must admit the task was no small endeavor. I struggled for months with what is acceptable, and what isn’t, in a book for younger readers. Ultimately, the struggle lasted over a year, and the finished product was shorter than Stephen King’s novel CARRIE. The wait didn’t come from me sitting on my thumb. I worked everyday, two to four hours per night. I typed, erased, typed, erased, trashed the whole project, came back to it, typed, erased, typed, erased, but somehow, I always felt uncomfortable with what I’d come up with till about eighteen months and tons of rewrites had passed. It’s too mature for young readers, I thought.

Most of what is acceptable can be learned by picking up a few young adult books, but in comics, we have a lot less to choose from, and as a visual art form, a lot more pressure. You can hide potentially objectionable content (depending on how strict the parent is) in a book of 70,000 or more words. Better yet, the kid can hide it. But in comics, you have those pesky drawings to deal with, and both sort of rely on each other. It’s harder to slip things past the goalie in these cases.

I found comfort in one of my all-time favorites, the aforementioned TIME BANDITS. The Criterion DVD contains a mesmerizing audio commentary where Gilliam and co-writer Michael Palin take center stage to describe what they feel a children’s movie should do.

“For me, fairy tales are about danger and fearful situations,” Gilliam says. And so it goes with this film, arguably his masterpiece. It’s a film I watched countless times even before grade school… and about a million times since. Gilliam continues, stating the biggest problem with children’s entertainment today is that it seeks to paint a glowing smile on the face of fairy tales. It removes the reality from children that sometimes life isn’t as easy as you expect, and there are no happy endings. “You take that [reality] away from them, and you have kids that aren’t prepared for life.”

Did I understand that in kindergarten? No. Did I like the dreary ending? Of course not. But I still loved the movie. Why did I love it? Interesting question.

There’s something to be said for the six dwarves and Kevin, a young boy, who shared my wild imagination. But on a subconscious level, the film hung around for twenty years as one of my favorites because it didn’t insult my intelligence. There are many deep themes at play here: consumerism, the strained bond between parental apathy and a child’s need for attention, cruelty, violence, death, self-reliance, and theology, to name a few. Could I comprehend any of that at the time? Most likely not, and if I understood anything, it was on a very basic level.

Still, the characters and plot held my attention. Six renegade dwarves and a young boy on an adventure through time, fleecing anyone they come across in their quest for “the most fabulous object in the world.” Little do the Time Bandits know, they are being duped by the Evil Genius (David Warner), a stand-in for Satan. Luckily, Kevin is there to protect them as the upstanding moral conscience, and the only one smart enough in the whole movie to question everything he sees.

In the next four paragraphs, I want to take each theme and dissect how the film explores it. Pay close attention, and you’ll see we shouldn’t “write down” to children. Actually, we should raise the stakes, because they often expect much more than we give them.

[MAJOR SPOILERS AHEAD – PLEASE WATCH THE FILM FIRST, IF YOU HAVEN’T ALREADY]

  • Consumerism and the strained bond of parents and child – Young Kevin thirsts for knowledge, and a set of parents that will encourage his development and pay him some attention. What he gets instead are two shallow simpletons more concerned with their neighbor’s kitchen gadgets, and the morbid game show “Your Money or Your Life.” The only attention he receives involves “keeping the noise down” or “going to bed at a decent time tonight.” He pushes for a spot in their world, but they usually ignore him outright. Eventually, he looks forward to bedtime because it isolates him from failure, and allows his imagination to roam free. This time Kevin has to himself leads to a wondrous adventure born of his imagination that actually takes on a life of its own, showing the amazing things of which children are capable. As a youngster, this theme escaped me. Only as an adult did I realize it, yet I didn’t have to spell it out in those terms. Good themes speak to children, moving them, influencing them, even if those themes can’t be defined just yet.
  • Good versus Evil, God and the Devil – Kevin and the Time Bandits find themselves in the Fortress of Ultimate Darkness, prisoners of the Evil Genius. Up to this point, they’ve spent the whole movie running from God, hoping to keep the map of time in their possession. The Evil Genius uses that against them, taking the map for himself. Just when all hope appears lost, the Supreme Being shows up to save the day. After the climactic battle, Kevin asks, “Why did all those people have to die?” The Supreme Being laughs, stating that one might as well ask why there has to be evil in the world. “Why does evil exist?” Kevin asks. “Something to do with free will,” God says. Here we are in the midst of a children’s movie, and we get a revelation about the nature of good and evil. The exchange sums up what religious scholars debate everyday (and will continue to do so till the end of time). I watched, and understood the gist of it in the first grade; and believe me, I’m nothing special intellectually.

  • Cruelty and Death – Throughout the film, cruelty and death show up in sometimes poignant, mostly funny ways. From Napoleon’s gleeful executions and violent puppet shows to Robin Hood’s merry men punching in the faces of each poor person as they collect a hand-out (women and men), two very serious subjects are dealt with using a healthy dose of humor that takes the edge off their sting. Countless men die in the final battle with the Evil Genius, but we never stop to dwell on the carnage. In the end, Kevin finds himself alone after an explosion claims both parents. As an audience, we know he will be okay, because he’s a self-reliant, thoughtful, kind-hearted boy. But what a way to end a children’s movie!
  • Self-Reliance – Perhaps the most important theme running throughout is that children are capable. This theme is what keeps TIME BANDITS from being too high-brow, too dark, and too terrifying, for its target audience. How Kevin is portrayed sets an example for all kids his age and younger – they are not helpless drones. They do have minds of their own, and they are capable of using them. Kevin outsmarts his parents, and just about every other adult in the film. He is literate. He is thoughtful. He is caring. He is brave. He is a perfect role model for children, and he is the reason the film is embraced by kids and parents alike. Sure, the kids probably laugh at the Time Bandits, and marvel at the special effects; but without a character they can specifically relate to, the film would not hold the same magic or influence. At least it wouldn’t have for me, especially at the age I was when I fell in love with it.
How can we apply this column to our writing? First, I think we have to realize there is a need for all-ages material, and I don’t mean watered down books of Batman, Superman, and X-Men. Kids want original material, too. Kids want something they can call their own – not just rehashes and updates from generations past, as fun as those may be for us to revisit. Even if they don’t know it yet, children are dying for originality. So far, I don’t think we’ve given it to them, and we must if there is to be a future for the industry. Sure, we may go on selling books till the world ends, but by saying “if there is to be a future for the industry,” I mean a future worth having.

So as writers, we need to learn that writing for children and young adults should not be considered “stepping down.” If anything, it means we have to step up. What makes entertainment directed at younger readers so within the scope of parent watchdog groups is how we deal with what I call “the excesses.” Kids can handle violence. Kids can handle drugs. Kids can handle crime, death, and even sexuality to a degree. In that regard, nothing is off-limits. However, the way we choose to present it is what causes trouble. We live in a world of many different beliefs. Some are rigidly right. Some are loosely left. In a country of 260 million people, we are bound to offend someone. But we cut back greatly on that number (and cause a lot less headaches for ourselves) if we realize that violence does not have to be showing the bullet entry wound. Dealing with issues of sexuality doesn’t mean the characters have to take off their clothes and writhe underneath the bed sheets in a naughtily uncomfortable PG-13 scene. Crime doesn’t have to require profanity.

How are specific issues presented? Are you a blood, guts, boobies, and bad words kind of guy? If so, more power to you; keep doing what you’re doing. But if you want to make a long term difference in this industry, use your head. You don’t have to avoid anything when writing for children. You just have to understand how to present issues in a way they can understand with the realization they are someone else’s responsibility, intent on raising their child the best way they know how within their own system of beliefs.

Parents are not your enemies. Children aren’t stupid. Avoid writing that treats both groups as if they are.

I confess. I have tendencies. I teach ninth graders in my spare time. Many is the occasion where I find myself fantasizing about all the nasty, unpleasant acts of vengeance I could take on the little pipsqueaks for making my life a frequent Hell. Rather than act on those tendencies, I pop in a good horror flick to revel in the carnage. And I find no better provider for buckets of blood than George A. Romero. His Dawn of the Dead is a masterpiece equaled by no other in the history of the gut-munching sub-genre of horror.

But Romero’s films generally have more to offer than bloodletting alone. Night of the Living Dead launched his infamous Dead series with a cynical, pessimistic view of humanity that carried over to three additional films. Dawn of the Dead, the second film of the series, mastered Romero’s equation to a degree not seen in the other efforts. Often called “The Godfather of horror films” by certain critics of more skill and esquire than myself, Dawn of the Dead proves that great storytelling can transcend any genre – even one with more stinkers than a one-bathroom house at a Christmas gathering.

In Anchor Bay’s deluxe package Dawn of the Dead – Ultimate Edition, fans of this film are in for a treat as Romero and myriad others reminisce about their experiences on the set, and the creation of the film as a whole. A 4-disc deluxe package, this release offers multiple commentaries and documentaries the enterprising comic book author – and horror aficionado – can peruse hours after the end credits.

CHARACTERS AREN’T IMPORTANT

One of the first lessons Romero teaches us is that “Characters aren’t important.” At least, not at first. By the time Dawn of the Dead runs its course Romero seems to have betrayed this ideology, giving audiences a rare experience in the horror genre: multiple characters for whom we actually care.

But in the context of Romero’s commentary, this bold statement rings true. Characters aren’t important, especially when they have no direction. “I started with the idea,” Romero says.

The idea of a small group marooned at a shopping mall, where they could find every material convenience under the sun, was a refreshing take, and an obvious path to follow for a sequel to Night. Romero looks at the situation as a fun daydream, but his reasoning goes beyond such simple logic. Wads of social commentary are thrown at unsuspecting viewers, who find them selves in the moment, simply enjoying the splitter-splatter of heads blown to bits. Only after the first experience does the full reality set in – the reality that Romero is making a statement about our consumer culture. One can’t help but wonder if the mindless zombies dragging their bodies back to the Monroeville shopping mall are any different from their living, breathing, mortal versions.

Actually, the materialistic tendencies of our species are explored at three different levels. First, there are the heroes – those people with whom we’d most like to associate. They use what is at their disposal – even enjoy it to a degree – but their first priority is taking care of each other. Next, there are the zombies. They don’t know why they’re coming back to this place, which had been so important to them in their past lives. They know they must get in. They must explore. They must be near the material décor of the shopping center. But they have no clue as to what’s in it for them. Lastly, there are the bikers. That branch of humanity, who with malice and forethought, decide to take what is available at all costs, and with little care for their fellow man. They consume not for survival. They consume for pleasure. And it doesn’t matter who gets in their way.

On simpler terms, Romero’s method represents a bare bones method of story construction, which could serve the aspiring comic book author in a satisfactory way. Why do we start with characters? Why do we do our best to force stories into the commercial superhero context?

Don’t get me wrong. Superheroes are just fine. But, and I’m preaching at myself on this one, why is our first instinct to create a universe, small or large, of superheroes? I struggled with this idea when I first took up comic scripting. I wanted to make it in this industry, so the first thing I did was pound out a story so full of mimicry, you could hear DC’s and Marvel’s lawyers tuning up their word processors for a justifiable cease-and-desist letter.

I didn’t think about telling a story that was real to me. I wanted to tell a story that resembled any other. And I expected people to buy it. If only I had started with Romero’s words of advice, and worked on an idea and a theme – but not just any idea or theme. Something that came from me, and not the pages of some other title.

START THINKING OF WAYS TO KILL PEOPLE

Former Vietnam combat photographer Tom Savini relied heavily on his wartime experiences to create the grisly effects of Romero’s script. But as it turns out, Romero didn’t exactly script much of the on-screen nastiness we see.

Savini tells a brief, but amusing story about the moment he found out Romero would be doing another Dead film. “I got a call from George, and all he said was, ‘Start thinking of ways to kill people.’” That simple command was all Savini’s imagination needed to ignite.

The-screwdriver-to-the-ear is one scene that always sends me reaching for that migraine medication. Also to his credit, Savini gives Dawn a disgusting dose of close-up calf-and-shoulder muscle ripping. Perhaps his greatest contribution is the machete-cleaving-skull scene in the film’s third act.

These ideas, and many others, came long after the script had been written, during the actual production. While Romero had outlined the broad strokes of his film, he left such details to Savini’s discretion, knowing he could trust his collaborator to make the visuals unforgettable. The lesson in this for us is clear. Trust your artist, even if you’re him. The script doesn’t have to be burned in stone by the finger of the Almighty. You have the opportunity to change. If you trust your collaborator, be open to input. If you are a writer-artist, don’t stress if the words feel funny on paper.

Trust your visual instincts.

I couldn’t draw stick figures, but I was blessed in the process of creating Spring River Wild to be associated with a great artist, who went beyond simply drawing my script. Artist Ken Leinaar has made enough visual improvements to my original story that I feel it’s only right to do an even 50/50 split on ownership. Without him, my passion for the story would have died out a long time ago. With him, you can expect SRW by the end of the quarter, as well as a bi-monthly schedule after the initial release.

It’s like that. You have to trust visual instincts, whether they are your own, or someone else’s that you know and trust.

Romero knew enough to surround himself with the right people. He cultivated the collaborative efforts of all his colleagues. Film is a collaborative medium, and comics aren’t much different.

One huge plus of Romero’s outlining method is that he lays the groundwork for the story to move forward, but he leaves out enough details to save some surprises for the writing itself. Once the visuals started falling into place, characters became super-important. And therein lies the final lesson. We can only run from our characterization for so long. First, we must determine what we wish to say. Then, we can devote the rest of our time writing the script to making our players jump off the page. We also leave room to be flexible in each turn of events.

Romero first wanted to end Dawn of the Dead on the same bleak note as Night. But as the film progressed, it became obvious to Romero and crew that this film deserved something more. The original storyboard ending called for the lone female protagonist, as the last remaining survivor, to step out of the helicopter and lean her head into the swirling propeller. Romero and Savini even went as far as making a cast of the actress’s head, which was used instead at the beginning of the film. A little gray paint, and they turned her into a male African-American zombie, who meets with the wrong end of a high-powered rifle during the S.W.A.T. raid. The vibe of the work changed Romero’s thoughts about what was right for the film, and in the end, all agreed, “We did the right thing.”

By remaining flexible on his script, Romero opened many creative doors, which in turn changed his movie from Night of the Living Dead clone to something far superior. The same is possible for us. Heed lessons from great writers and great works.

Robocop begins with the idea of a robotic police officer attempting to decode human behavior. Why do these people behave as they do? This image fascinates co-writer Ed Neumeier, and he builds one of the greatest science fiction scripts of all time around that premise. Neumeier elaborates on this idea with three more compelling ones:

  • What if technology isn't part of the problem?
  • What if the robots aren't coming to get us?
  • What if we stopped opposing technology, and actually became part of it?

The single commentary track for Criterion's Robocop features Neumeier and director Paul Verhoeven, as they guide the audience through the evolution of the film - from the concepts listed above to technical aspects, camera work, and the hidden allusions that push the film from popcorn action fare to richly layered storytelling.

These revelations, though geared toward the filmmaking process, offer comic book writers a catalyst for enriching their output and making the most of visual storytelling techniques. As a sequential storyteller, I listen to this track and think of the following questions:

  • How do I build past the basic framework of my story?
  • How do I add layers?
  • How do I incorporate my beliefs and experiences into my narratives without beating the audience over the head with them?
  • And how can I use effective filmmaking strategies in the creation of a comic book or graphic novel?

(NOTE: Criterion's DVD is now out-of-print, but MGM offers a special edition. Check for availability.)

It always helps to know the method behind a creator's madness, if you're looking for ideas to ignite creativity and inspiration. Thankfully, Neumeier and Verhoeven abound with explanations for their decisions. The first tidbit comes from Neumeier regarding the media breaks, which delineate context and characters.

There are three in the film. They're quite funny; sometimes crazy. But each one serves a purpose. They introduce us to one of the film's villains, Clarence Boddicker. They immerse us in the world of Robocop with advertisements (the "NUKEM" board game - Get them before they get you!") and news reports of corporation OCP's bid to take over Old Detroit. They help to maintain the film’s consistent, quirky tone of graphic violence and laugh-out-loud comedy.
In a nutshell, they are exposition - but Neumeier uses this exposition for something more. He doesn't just tell a story. He creates an experience.

Verhoeven joins Neumeier in enumerating story method with an inclusion of his own. A nude scene early in the film appears gratuitous to the passing viewer. Men and women are dressing together in a police locker room at one of the roughest precincts in Old Detroit. Verhoeven's explanation of this scene's purpose, however, gives his audience pause to assume the worst. Verhoeven states he wanted to show men and women capable of observing one another as equals in the work place.

This scene - taking place in one of the most dangerous precincts in the city - highlights the context of gender issues in Robocop. Women can do what men can do without the barrier of sexual degradation looming over their heads. Looking at women as sexual objects is no longer a factor. To Verhoeven, the removal of this barrier has finally resulted in "a measure of equality," and the nude scene is how he chooses to represent that rare positive aspect of Old Detroit.

Moves such as this teach us to have a reason for everything we do. Verhoeven's purpose was not simply to squeeze in some tits. Likewise, we should have a purpose for everything we write, and every visual choice we make - and hopefully, we can make that purpose an intelligent one.

Let's go back to Old Detroit. Neumeier's choice to set Robocop in this city is no accident. Old Detroit represents the writer's view of American industry at the end of the Second World War. "We as a nation became so arrogant," Neumeier says, "that we made crap and still expected people to buy it." He charges the automotive industry as the most obvious example; thus, the Motor City is a natural selection to illustrate his point. Extreme poverty abounds, and the usual indicators of violence, theft, and drug use are there to accompany it. This world breeds either suffering or extravagance with no in-betweens.

Neumeier spends most of his script in the seedy parts of the city, but the legendary boardroom scene demonstrates his beliefs regarding the predatory nature of corporate America (and his disillusionment with the stupidity of that environment). Here, we see how violent, cold, and indifferent to human suffering the polished world of the elite is. Remember poor Kenny? He's the guy blown to bits by the malfunction of ED-209.

When "The Old Man," president of OCP, witnesses this tragedy, he is appalled - but not by the pieces of human anatomy splayed across his boardroom. No, he is instead motivated by the failure of a project that has consumed so much time and money. "I'm very disappointed," the Old Man says to Dick Jones, his number two man, and uber-villain of the film. Dick responds with a simple: "Minor setback."

The scene is morbid, funny, and gross. But it goes way beyond such simple descriptions. This moment in the film sets a consistent tone. It builds the main villain's character. It comments on the nature of the corporate world and the wasteful attitude of the wealthy. To them, Kenny is not a human tragedy. He symbolizes something far worse: a financial failure.

When developing story beats into scenes, ask yourself what's important to you. What beliefs, viewpoints, or images can you use to strengthen the writing? Neumeier's boardroom scene started as a violent fantasy birthed from the boredom of executive meetings in his days at a movie studio. He often dreamed of a giant robot crashing in and ending it all. Once that seed was planted, he turned to his personal view of corporate America to flesh things out.

One of the stronger contributions to Robocop comes from Verhoeven, and his vision of the title character as a Christ-like entity in a futuristic reenactment of the Crucifixion and Resurrection. Verhoeven's passion play, relocated from a world of dirt and primitive technology to one of steel and high-tech weaponry, presents young police officer Alex Murphy as a Messianic figure to a world falling apart. This idea influences many of the decisions Verhoeven makes in what he chooses to show his audience.

"Murphy's crucifixion," as Verhoeven calls it, borrows greatly from the brutality of the ancient practice perfected by the Roman Empire. The thugs responsible for his murder, led by Clarence Boddicker, believe in the concept of overkill, as we can see from the estimated one hundred-plus rounds pumped into Murphy's body. He endures, as the Gospel accounts and historical evidence indicate of Jesus (or anyone unfortunate enough to suffer such a fate), far more punishment than he could ever deserve. Furthermore, he's completely innocent in the context of the film.

Boddicker even places the first bullet into Murphy's wrist, splattering his hand across the floor, and representing the nails driven into Jesus on the cross.

Verhoeven does not flinch in showing us all the gory details, because, to him, the power of Christ's story relies equally on the brutality of his death and the impact of his resurrection. As a comics writer, you must have some "director" in you. It won't be clear how much until you know the type of artist you'll be working with, so keep in mind your influence may not end with words. Think about how well "Murphy's crucifixion" does it. Verhoeven spotted a theme in the writing that not even Neumeier intended, and he used his ideas to create a much richer scene than what was originally on the page.

As for "Murphy's resurrection," watch how Verhoeven delays Robocop's full reveal until the right moment. The Gospel accounts take a similar approach in presenting the resurrection of Christ. His return is first foretold. When he finally appears, he does not look the same. At first, no one recognizes it's him. By the time he is revealed in his original form, there has been enough build-up to where we are used to him, and the reappearance feels more natural.

Similarly, Verhoeven decides he must delay the full appearance of Robocop, Murphy's new identity. First, Robocop awakes. Next, he observes all those working on him. We see an arm here... a hand there... his image reflected in a background monitor... his rigid walk outlined through stained glass... and finally, his entire form ready to hit the streets. Leaving Murphy's death just moments before, an instant reveal of the Robocop frame could have slowed momentum, and instantly reminded us of the concept's hokiness. But Verhoeven's visual choices build anticipation and acclimate us to the character. By the time we see Robocop, we've accepted him.

Verhoeven's allusion to Christ offers another useful tip to our own work. Tap history. It's true every dramatic situation has already been mined. That doesn't mean there isn't a little more gold in the shaft. You have to find your own way, and modeling other great works can assist you. Verhoeven used the death and resurrection of Christ.

You don't have to be a Christian to draw from biblical stories. And you don't need a Bible to use the past for story enrichment. Think of novels or songs that have inspired you. What qualities of these works stand out? What do you wish to take with you to your next story? These details will be most helpful in the rewriting stage. I've always believed in getting the story out as quickly as possible.

After that, it's time to buckle down and pay attention to the details. Once you lay that foundation, it's time to build your dream home. Make the work as meaningful as possible. It deserves your effort, and you owe it to yourself to give it your all.And there's no better place to learn than from the architects of great visual storytelling. Pay closer attention to the supplemental features on your DVD's. You never know what kind of useful information is hiding there at your disposal. Learn what to do by watching your favorite films.

With the right time, effort, and talent, it could turn your current script into the next classic piece of entertainment... or at least get it out of that slush pile and into an editor's hands.

Newer Posts Older Posts Home