When I watched a DVD of "Superhero Movie" last week (a film that I felt was a thin spoof of "Spider-Man," with but a few references to "Fantastic Four" and X-Men" and could have been so much better if they opened it up to spoofing more superhero movies) I noticed Leslie Nielsen looking a little old. I realized the guy is no spring chicken, but I thought part of the look was makeup and costuming for the role. Then I saw the picture in the obit at New York times Obituary. He looked like a gaunt masque of death.
I never knew that Mr. Nielsen had a serious acting career apart from "Forbidden Planet." He was just so great at the comedy and slapstick. But I guess it proves that talent is infinitely adaptable.
Showing posts with label rip. Show all posts
Showing posts with label rip. Show all posts
Sunday, November 28, 2010
Monday, August 18, 2008
RIP Dave Stevens
RIP Dave Stevens
Back in the early 1980's comics as a means of self-expression became much more viable with the growth of creator-owned comics properties. Companies like Pacific, First, Warp Graphics, etc gave us a whole host of new characters, all owned by their creators, in stories that were frequently more mature than the typical superheroes that dominated Marvel and DC comics. Graphic novels showed that occasionally, sequential art could tell a story no less meaningful and sophisticated than any book or movie. And most importantly, many very talented writers and artists got to do the work they always wanted to do.
In this brave new world, stepped Dave Stevens, blazing with talented, the ability to tell a story and draw women that were realistic, yet unbelievably sexy. He gave the world The Rocketeer, a dashing, heroic adventure in the tradition of the Saturday matinée serials of a bygone age. I spent many hours drinking in each page of the carefully crafted comic. I only learned later how much time he took making sure every panel was perfect, when it all looked so smooth and natural.
And of course that comic brought fetish icon Bettie Page to a new level of popularity. I had heard of her before, but to see her in these adventures made her seem like a real person. That pin-up model from the old black & white photographs was now in full-color glory. And I could easily understand poor Cliff Secord being in love with her.
The Rocketeer was eventually turned into a movie that was one of the most faithful comics-to-film translations ever (even though Bettie was replaced by a character played by Jennifer Connelly – still beautiful, but without the famous bangs).
Dave's perfectionism explains in part why there were very few issues of the Rocketeer comic book beyond the original graphic novel, which is a shame. That kind of adventure captured a spirit of fun and innocence of a bygone era, an era where pluck and courage, the conviction of doing what is right, would see a hero through against the greatest of adversity. Stevens' art and storytelling told that adventure in a way that was effective and accessible like no other had. His passing to Leukemia at age 59 assures us that there will never be any more, at least, not by his hand, and that is a tragic loss.
You can post your tributes to Dave Stevens on his website at http://www.davestevens.com/
You can make contributions in Dave Stevens' name to http://www.hairycellleukemia.org/
Captain Zorikh
http://www.bigapplecon.com/
http://www.captainzorikh.com/
Back in the early 1980's comics as a means of self-expression became much more viable with the growth of creator-owned comics properties. Companies like Pacific, First, Warp Graphics, etc gave us a whole host of new characters, all owned by their creators, in stories that were frequently more mature than the typical superheroes that dominated Marvel and DC comics. Graphic novels showed that occasionally, sequential art could tell a story no less meaningful and sophisticated than any book or movie. And most importantly, many very talented writers and artists got to do the work they always wanted to do.
In this brave new world, stepped Dave Stevens, blazing with talented, the ability to tell a story and draw women that were realistic, yet unbelievably sexy. He gave the world The Rocketeer, a dashing, heroic adventure in the tradition of the Saturday matinée serials of a bygone age. I spent many hours drinking in each page of the carefully crafted comic. I only learned later how much time he took making sure every panel was perfect, when it all looked so smooth and natural.
And of course that comic brought fetish icon Bettie Page to a new level of popularity. I had heard of her before, but to see her in these adventures made her seem like a real person. That pin-up model from the old black & white photographs was now in full-color glory. And I could easily understand poor Cliff Secord being in love with her.
The Rocketeer was eventually turned into a movie that was one of the most faithful comics-to-film translations ever (even though Bettie was replaced by a character played by Jennifer Connelly – still beautiful, but without the famous bangs).
Dave's perfectionism explains in part why there were very few issues of the Rocketeer comic book beyond the original graphic novel, which is a shame. That kind of adventure captured a spirit of fun and innocence of a bygone era, an era where pluck and courage, the conviction of doing what is right, would see a hero through against the greatest of adversity. Stevens' art and storytelling told that adventure in a way that was effective and accessible like no other had. His passing to Leukemia at age 59 assures us that there will never be any more, at least, not by his hand, and that is a tragic loss.
You can post your tributes to Dave Stevens on his website at http://www.davestevens.com/
You can make contributions in Dave Stevens' name to http://www.hairycellleukemia.org/
Captain Zorikh
http://www.bigapplecon.com/
http://www.captainzorikh.com/
RIP: Gary Gygax
A father is gone.
The world that we in the fantasy fan community enjoy, one in which wizards and warriors, elves and dwarves, magic and monsters and yes, dungeons and dragons are common parlance owes a great deal of debt to the man who placed a dragon in a wargame.
When I was 11 year old I had heard of D&D, but had never actually seen the game. Then someone in school brought out the three books and the half-dozen dice and started a campaign. That was it. Everyone in 7th and 8th grade was hooked. Every spare moment of time was taken up by D&D adventuring. Eventually this expanded into Traveler, Boot Hill, Gamma World, Time Tripper, Car Wars, and more games that I can remember. In that school being what we would call today a “geek” or “dork” was cool. It was hip. Social status was based on being the first one to have a new game, or the best game that week.
We designed our own character sheets. We drew up our own characters. We created our own gods and monsters. “The Emperor” was the All-Powerful-Force of Evil (yes, inspired by Empire Strikes Back), “Enigma” was the All-Powerful Force of Good (from the Micronauts comic book, I think). I thought of creating an All-Powerful Force of Neutrality, but kept on going back and forth on it. My character got turned into a Gollum and stretched out to 7 feet tall on a rack. Someone created an assassin with an atomic bomb. Someone else tried to use a saving throw when the bomb went off.
We drew maps. We designed weapons. We collected miniature figures and placed them on graph paper. We designed dungeons. We collected dungeon modules and dice. Our imagination was stoked and our social interactivity was very, very high.
When I left that school and moved to a public high school, I found the social situation there very different. I never was able to get back into gaming, though I still collected everything about Car Wars for some years (as I was a big fan of post-apocalyptic movies like The Road Warrior). Eventually I found the Society for Creative Anachronism and was able to live a historically-based, live action version of D&D, and for a time sneered at those who rolled dice to gain their skills, while I actually worked for it.
I never saw more than a few minutes of the D&D cartoon, but I followed the comic strip advertisements in the backs of comic books in the early 1980's. When the Dungeon and Dragons movie finally came out, I was very excited. For decades there had been films and TV shows that, to one degree or another, I felt were trying to bring the D&D world to life, and I, in turn, had tried to turn those movies into games (you can see a list that includes many of those movies at http://www.geocities.com/historicalmovies). Now someone was actually going to make that movie for real. The movie was poor, but fun. Though the acting was uneven, the writing corny, and the Wayans brother character the most politically incorrect ethnic stereotype since JarJar Binks, it was great to see all the swordfighting, the flying dragons, and lets admit it, Thora Birch in those fantasy costumes.
There was a sequel to that movie, however, Dungeons and Dragons, the Wrath of the Dragon God, that finally did it right. A team of adventurers was assembled to go on a quest to retrieve a magic item and save the kingdom. Each character represented a different race or class of character. There was problem-solving, trap avoiding, magic using, and exciting battle action, sometimes all at the same time. Characters of differing alignments had to learn to work together. Some did not make it, but those who did found they had grown and gained skill, treasure, or power. Gygax was interviewed in the “special features” of the DVD of that film, and admitted that he was happy with the way that film turned out.
Although he lost control of the game and company that he founded, he kept active in the industry, and obviously loved creating games. Role playing games have brought many of us together, given us a common social bond, and in many cases, enabled us to get valuable life experience. Though some make the joke about how D&D geeks are socially atrophied nerds who can't deal with the real world, it has given many lived, and our culture, a richness and vitality, a passionate escape, a source of pleasure and cause for social gathering that the world would be poorer without.
Now the father of those games is gone, and we are poorer without him.
Captain Zorikh
http://www.captainzorikh.com
http://www.bigapplecon.com
The world that we in the fantasy fan community enjoy, one in which wizards and warriors, elves and dwarves, magic and monsters and yes, dungeons and dragons are common parlance owes a great deal of debt to the man who placed a dragon in a wargame.
When I was 11 year old I had heard of D&D, but had never actually seen the game. Then someone in school brought out the three books and the half-dozen dice and started a campaign. That was it. Everyone in 7th and 8th grade was hooked. Every spare moment of time was taken up by D&D adventuring. Eventually this expanded into Traveler, Boot Hill, Gamma World, Time Tripper, Car Wars, and more games that I can remember. In that school being what we would call today a “geek” or “dork” was cool. It was hip. Social status was based on being the first one to have a new game, or the best game that week.
We designed our own character sheets. We drew up our own characters. We created our own gods and monsters. “The Emperor” was the All-Powerful-Force of Evil (yes, inspired by Empire Strikes Back), “Enigma” was the All-Powerful Force of Good (from the Micronauts comic book, I think). I thought of creating an All-Powerful Force of Neutrality, but kept on going back and forth on it. My character got turned into a Gollum and stretched out to 7 feet tall on a rack. Someone created an assassin with an atomic bomb. Someone else tried to use a saving throw when the bomb went off.
We drew maps. We designed weapons. We collected miniature figures and placed them on graph paper. We designed dungeons. We collected dungeon modules and dice. Our imagination was stoked and our social interactivity was very, very high.
When I left that school and moved to a public high school, I found the social situation there very different. I never was able to get back into gaming, though I still collected everything about Car Wars for some years (as I was a big fan of post-apocalyptic movies like The Road Warrior). Eventually I found the Society for Creative Anachronism and was able to live a historically-based, live action version of D&D, and for a time sneered at those who rolled dice to gain their skills, while I actually worked for it.
I never saw more than a few minutes of the D&D cartoon, but I followed the comic strip advertisements in the backs of comic books in the early 1980's. When the Dungeon and Dragons movie finally came out, I was very excited. For decades there had been films and TV shows that, to one degree or another, I felt were trying to bring the D&D world to life, and I, in turn, had tried to turn those movies into games (you can see a list that includes many of those movies at http://www.geocities.com/historicalmovies). Now someone was actually going to make that movie for real. The movie was poor, but fun. Though the acting was uneven, the writing corny, and the Wayans brother character the most politically incorrect ethnic stereotype since JarJar Binks, it was great to see all the swordfighting, the flying dragons, and lets admit it, Thora Birch in those fantasy costumes.
There was a sequel to that movie, however, Dungeons and Dragons, the Wrath of the Dragon God, that finally did it right. A team of adventurers was assembled to go on a quest to retrieve a magic item and save the kingdom. Each character represented a different race or class of character. There was problem-solving, trap avoiding, magic using, and exciting battle action, sometimes all at the same time. Characters of differing alignments had to learn to work together. Some did not make it, but those who did found they had grown and gained skill, treasure, or power. Gygax was interviewed in the “special features” of the DVD of that film, and admitted that he was happy with the way that film turned out.
Although he lost control of the game and company that he founded, he kept active in the industry, and obviously loved creating games. Role playing games have brought many of us together, given us a common social bond, and in many cases, enabled us to get valuable life experience. Though some make the joke about how D&D geeks are socially atrophied nerds who can't deal with the real world, it has given many lived, and our culture, a richness and vitality, a passionate escape, a source of pleasure and cause for social gathering that the world would be poorer without.
Now the father of those games is gone, and we are poorer without him.
Captain Zorikh
http://www.captainzorikh.com
http://www.bigapplecon.com
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