PLAY>
A DIGITAL ADVENTURE

FORMAT>
PLAY is envisaged as a unique cross-platform comic book that strives to bridge
the gap between print and on-line media and provide as rich a digital experience
as possible. As such, the format of this proposal is split between a print edition,
with three issues of sixty four pages each - in traditional comic book prestige
format that can be reprinted as a graphic novel - and a downloadable, on-line/e-comic
version with expanded digital content. In discussing these dual formats reference
will also be made to current trends in the traditional comic book industry,
the rapidly developing bookshop-graphic novel market, and the vast potential
of the nascent digital comics medium.
PRINT EDITION>
>The print media format for PLAY> is envisaged as a three issue prestige
format limited series, and/or as a self contained graphic novel aimed at the
increasingly popular graphic novel market. As the subtitle indicates, PLAY>
is a digital adventure in that the finished art will showcase a
range of digital production techniques (inc. Photoshop and Macromedia Flash)
that supplement the finished art and give the reader an experience of the digital
world and an altered state, without having to access the Internet. Unlike previous
digitally enhanced comics, though, this is not simply a gimmick but an integral
part of the storytelling process and the thematic content of the story. As the
synopsis indicates, PLAY> is very much concerned with the visual iconography
and spirit of the Internet and applying it to a future world setting, keeping
the popular cyber edged themes of computers and technology and integrating
them into a hard edged, visual, character driven narrative.
>Certain sequences in PLAY> lend themselves readily to being digitally
manipulated or fully digitally rendered. However, it is not designed to be completely
computer animated, but use traditional comic book art with digital enhancements
and supplements in the backgrounds and as special effects as required by the
narrative. Digital rendering is becoming quite frequent already in mainstream
comics for special effects, coloring and lettering, but PLAY seeks to go further
and experiment with these digital tools to see what the storytelling effect
is on an extended scale. As Scott McCloud says in Reinventing Comics , The
ability to play with the new tools, to learn them from the inside, is our best
hope of understanding them (pg.145). As such, Adobes Photoshop program
will be essential to explore the effect on narrative of continually changing,
morphing, special effect filters like GAUSSIAN BLUR, TWIRL, RIPPLE, SHEAR, MEZZOTINT,
POINTILLIZE, DIFFUSE, EMBOSS, CHROME, etc. Each scene will be worked out in
conjuction with the FX designers, who will play a role as essential as the penciller
or inker, to ensure PLAY> is a showcase for these digital effects, and ensure
they are streamlined into serving the narrative, not upstaging it. These same
effects can then be taken to their full potential in a digital medium where
the panel acts as a window or screen and real animation and movement can be
delivered from the flat print panels. GRAPHIC NOVEL> The recent success of
the graphic novel format outside the traditional comic book audience is also
worth considering with a repackaging of PLAY> in print format. There is a
huge market audience for PLAY> that draws upon comics, science fiction, technology
and computer audiences that would definitely be interested in such a novel digital
comic if they can find it in their normal distribution channels, i.e.,
bookshops, outside the closed comic bookshop direct market. New York based book
publisher Pantheon
Books went into an unprecedented second printing of Jimmy Corrigan: The Smartest
Kid on Earth by Chris Ware in only two months. A New York Times article (Nov
10 00) said, "there are more than 20,000 copies in print, a hefty
run for even a traditional first novel." A beachead has been established
for graphic novels outside the traditional superhero genre, as well as increased
favourable coverage of graphic novels in mainstream magazines including Time,
Entertainment Weekly, and Rolling Stone. With the built in media attention PLAY>
will generate, this can be parlayed into a successful long term print product
in the bookstores, targeting the larger mainstream audience.
DIGITAL EDITION>
>From my own research into the rapidly burgeoning e-books industry I have
noticed some recent market trends that support the idea of a fully on-line/CD-ROM
/e-graphic novel . The imminent ubiquity of hand held e-book devices
is also worth examining when looking at the potential markets for an e-comic
like PLAY>, especially considering there arent a lot of existing products
out there to satisfy the markets desire for content. The New York Times
reported Nov 6 2000 that a new format for reading e-books on electronic devices,
this one aimed at the millions of PALM-style organizers already in the handsof
consumers would soon be available. "When the software becomes available
early next year, millions of consumers will be equipped for the first time with
the necessary equipment to buy and read electronic books for a pocket-size device...
Microsoft have also bought out their own e-book reader as well as a few other
versions like the Palm Pilot, which are moving to color screens and will help
fuel the imminent e-book (and e-comic) explosion, and PLAY> is primed to
sell as content to this developing market and reach beyond the traditional comic
book audience to the mainstream technology market.
>E-books and e-comics have the potential to explore the new digital medium
and upgrade reading from print to screen, making the artform viable in the 21st
Century. "E-books are not just another imprint," said Bob Bolic, vice
president and director of new business development from McGraw-Hill. "They
represent a new literacy." ...With built-in dictionaries, search, bookmarking,
highlighting, annotating capabilities and multi media enhancements, e-books
can improve upon, rather than merely emulate, print books... The real excitement
of e-books will begin when e-books are fully embedded in the Web," Bolic
said. But before e-books can succeed, publishers must provide consumers with
desirable content. (http://www.wirednews.com/news/culture/0,1284,40607-2,00.html)
The same goes for e-comics, and the digital structure and iconocgraphy of the
future setting of PLAY> make it the perfect story to take advantage of the
multimedia enhancements evailable in a digital edition, moreso than a traditional
comic not structured for a digital environment.
>For instance, ARComics (www.arcomics.com) was launched November 12th, 2000)
with the intent to sell digital comics worldwide, and has already had media
coverage outside traditional comics media to help it attract the larger digital
audience. Keith Rivers, of ARComics, has said that while comics may have
declined in the print world, readers haven't disappeared. They're just part
of a larger community now -- and that community is on the Net. (http://www.wirednews.com/news/culture/0,1284,40607-2,00.html)
While a bit of PR by a fledging company is nothing substantial, he does have
a very valid point. There are more readers out there and the general public
is hot for anything digital and technologically progressive. Marvel
has launched its CD-ROM comics line and DC Comics on its home page,
Dark Horse Comics and many other companies are providing downloadable trailers
or e-comics with brief animated shorts or their print counterparts.
A fully downloadable or CD-ROM type format e-comic like PLAY> would extend
the appeal of non-superhero fans ie a wider digital youth audience, available
for purchase in the GLOBAL marketplace.
DIGITAL EFFECTS>
> Web based advertising techniques and stylistic iconography are an integral
part of the look of the comic, and a digital edition can be reproduced for maximum
narrative effect. For instance: the Data.NET updates that litter the narrative
can be animated as pop up webvert boxes, as can extra text and supplementary
narrative. The CR-ROM style of non-linear information accessed through clicking
on a visual object could also be employed to give extra details and expand
the interractivity of the reading experience without crossing the boundaries
of the comic book medium. All the traditional two dimensional elements of the
comic page, in fact, have the opportunity to be upgraded in the four dimensional
digital medium of the screen. Lettering, for example, is used on the web not
just for immediate visual communication but as a portal to other pages
or screens through Hyperlinks. This avenue could be explored in
PLAY> by having text/Hyperlinks to real world sites, companies, products
and technology sites that are used in the future setting to increase that interconnectivity
with the real world and explore the boundaries of digital media.
>As a basic model for what the on-line comic could look like I have tentatively
modelled its format after the example on the DC Comics and Dark Horse
homepages with their e-comics trailers and some of the insights
from Reinventing Comics. In my opinion, the idea of the comic book as a sequential
art form must be preserved in the digital world, where the page or panel reproduced
on a screen is not a static entity, but more like a window, where, as Scott
McCloud says in Reinventing Comics , space is replaced by time.
The current digital comics trend (witness StanLee.com and Dark Horse comics
animated Star Wars comic, as well as the Lobo and Gotham Girls Webisodes
on the Warner Bros. homepage) seems to be not only to animate the individual
panels with Macromedia Flash, creating a moving cartoon effect, but to add sound
and other effects that transcend what comics are all about. In current media
circles this is called push and pull media, and these Web comics
are pushing their content on the reader/viewer.
>Print comics, I believe is not as passive a medium as it first appears,
but a pull media where the reader is actively interracting with
the comic and controlling the experience. What I feel these new web comics
with full sound and motion do is render the reader/viewer into a passive role
where they have no control over what they are reading/watching. Print comics,
on the other hand, give the reader the option of moving from panel to panel
at their own pace, to go back and forth, turn the page, even stop reading altogether
- that is, readers have control over the the flow of the reading experience.
>With Macromedia Flash animation the art can be smoothly directed and opens
up a whole new avenues for storytelling using the screen as a window metaphor.
The panning across the panel and zooming in effect created by Macromedia Flash
software creates a transition of time within the space of each individual panel.
The way speech balloons and captions - an essential ingredient in comics iconography
- comes and goes over the same panel over time opens up possibilities of extended
scripting (no longer limited by how many words fit in each panel) and narrative
tweaks while still keeping the most essential facet of comics: the panel. Giving
readers control over the movement from panel to panel via a click through cursor
is an excellent way of retaining the essential interractive, pull
nature of print comics that I would want to see replicated for PLAY>. However,
extra effects could be introduced within the individual panel now that it acts
as a window over time within its space. For instance: Instead of merely lettering
comics digitally, word balloons and caption boxes can change size and shape
and be animated themselves, adding visual texture and bringing the lettering
itself into the animated scope of the digital comic while retaining lettering
instead of sound. This would be extremely effective in PLAY> to help communicate
the emotional nuances of the characters. Moreover, it meshes with the faux advertising
/pop-up webverts iconocraphy which uses the same pop-up then disappearing motion
of the panel/window/screen.
>The dissolve effect transition between panels must retain the
pull interraction with a reader. I would suggest adding a box that
the reader has to click on to turn the page and initiate the dissolve
themselves. Actually, part of the iconography for PLAY> involves the notion
of panel borders and using that space constructively, and in this case the next
page button could effectively be expanded to a full control pad with motion
buttons allowing the reader to go forwards, backwards, stop, pause, reload,
etc, etc as they desire. Again, due to the intrinsic digital nature of PLAYs
narrative, such a control pad would be a streamlined and integral part of the
meta-story.
>The Adobe Macromedia Flash software that is so popular in animating static
panel to panel art would be the essential tool in the digital version of PLAY>,
animating the backgrounds and characters from the print version. This also gives
the print reader an incitement to purchase the digital version to see the expanded
digital content. The aim of the print version is to replicate as much as possible
the altered state of their digital adventure through a digital
experience. In a moving, animated edition the panels that are morphed
and altered with Photoshop effects can then become proper animated backgrounds
that further the narrative altered state, perhaps even going as far as creating
a mood and tone that affects the reader/viewer. This type of experimental direction
was one of the reasons for the success of the Blair Witch Project and Reality
TV shows and could be used stylistically for great effect in PLAY>
to connect with the new, computer literate and media savvy youth market because
it brings interractive elements of computer games to a static medium.
PLAY> SYNOPSIS
GAME ONE> LIFE IN THE FAST LANE (64 pages)
>Welcome to the future.
> A hi-tek 'Corptopia' where ubiquitous computing embedded in every device
has trickled down to humans and their nervous systems, where everything and
everyone is permanently on-line all the time, connected to the global Data.NETS.
It's an automated, sterile society where most things are catered for by the
CORPZ, the corporations which provide them with everything, and in return they
control their lives. All citizens are tagged and live in corporate HIVEZ, where
everything's freeware if you don't mind feedbacking ads and being an eternal
test market. In this global village everything is a product, even your ideas.
Especially your ideas. Now what happens if you want to do something that isn't
downloadable and safe and controlled? What if you want to go off-line and run
wild in the real world, where the genetically altered and bio-tek krashers live?
Do you want to PLAY>?
>We open with a series of cityscape shots of this future digital world and
the HIVEscrapers where the on-liners live sealed away working for the Corpz.
Heavy digital advertising scapes and data-text overlays introduce us to a world
of post-human integration with it's technology. Panning across the city and
down to a low-rez building we're introduced to Blublu, a smart graffiti artist
and our unreliable narrator who's krashed from his HIVE and is hanging round
with a krasher krew called TOY DEATH. They're part of the off-liner street gang
culture with dark cyber gothic overtones, where bio-alterations are all the
rage, like tattoos for this generation. One by one we're introduced to them
in their grimy squat, surrounded by toys and refuse, from Blu's POV following
the smart graffiti as it moves around the walls. They've all been trepanned
- drilled through the fontanelle region of the skull to increase the oxygen
flow to the brain and get permanently high. Snarx, a lizard like genefashioned
kid, Skatch, a skin-merchant leasing his skin to grow hair on it for transplants,
and 704, a steroid abusive muscle boy with tek implants are all sitting around
getting stoned.
>Blu's only twelve and this is his initiation into the gang - he's about
to be trepanned, too, by the Golum, the eerie, white albino leader of their
krew. He's got pale skin, red hair, an elfin face and this Tekno-Victorian look
going with a smart fashioned black bodysuit on underneath a leopard skin bio-tek
laced jacket. Chain smoking, as always, his Ginkoette herbal smart smokes, Golum
gets the Lazer-Drill and begins the operation, strapping Blu into a cyber chair.
He's a terminator seed, bred in an illegal gene sweatshop and enhanced with
tinkered dna, but he's burning out. He's like Dolly the sheep: his telomases
age. This is going to be his last PLAY and he's going to teach Blu the rules
of the game as they go - that there ARE NO RULES. All he wants to do is have
fun.
>Blu's head is being shaved as the other members of Toy Death lounge about
watching the smart graffiti move about and chase other tags on the grimy squat
walls. Golum takes the razor and finishes shaving Blu's head. They talk - Blu's
nervous. He asks about the CHIPZ they're going to procure later from their patron-dealer,
Nemo. He's never done CHIPZ before. Dont worry - its just like learning to breathe,
Golum says. The drill penetrates the skull in a gorey scene and blood spurts
forth, and Blu's world explodes... From here on in it's all PLAY, yah? This
is where we start to explore the digital effects over an extended narrative
scale. In an altered state of mind and now part of the gang, they all go off
hunting into the night with their Lazer-Tag toys in search of some fun...
>Blu 's buzzing from his trepanning and some light Photoshop BLUR and WARP
effects can convey this from his POV. Snarx is the tracker and he takes them
bounding across the rooftops of the Central Zone, looking for some prey. We
see how the off-liners live and how bio-tek alterations have changed everyone,
how they've become the new Third World. They find a rich, elderly CORPZ woman
cutting through a back alley in her bio-tek Ambient Walker sapient Mek travel
device and attack her, whooping it up like cowboys and indians with lasertag
bows n arrows and weapons as we cut back and forth from Blu's elevated state
to the horror of what's really happening. The Ambient Walker goes down as they
swarm over it, her safety air bag and electrical discharge going off. It stuns
most of Toy Death except Blu and Golum whom he warned, and kills Skatch. Enraged,
Snarx, whose rubbery crocodile skin protected him, rips into the airbag and
drags her from the Mek and begins assaulting her.
>Golum steps in to protect the merchandise - they're going to carve her Mek
parts out to sell them on the black market. To complete his initiation Blu has
to carve her bio-tek eye but he can't do it. It's all too real, to raw for a
freshly drilled HIVE boy like him. Golum's got the knife up to his face and
is pushing him to break through and take that step, be a PLAYer but he can't
do it, he's too scared. And right about then the monitoring I-Spy Satellites
that watch everything, feeding it all onto the Data.NETS, send a FLAW , private
law enforcement agent to the scene of the crime. FLAWS are half human-machines
animated by the Data.NETS like hardware, and she takes down 704 and Snarx and
relays the live action footage to the .NETS for passive consumption as REALITY
FEEDZ for pay-per view viewers. Everything's a product in this world. Lots of
heavy data-text overlays and visual web iconography accompany the FLAW and her
POV like the desktop of a computer. Golum and Blu manage to escape and take
their stolen tek to Nemo, Toy Death's Fagin like patron-dealer. He operates
out of the back of a legal VR dreamparlour on the edge of the Central Zone,
with immersants in VR haptic suits. There's legal VR in parlours but it's watered
down and controls what you can and can't do; NEMO sells these blackmarket computer
CHIPZ on the side to jack you in to this blackmarket Dreamnet he's got running.
It's algorithms have engineered a viral code that transmits itself as information
straight to the synapses. There's a huge blackmarket selling the new bio-tek
replacement body parts, new designer chemicals and cyber plug-ons. Golum has
to play a game of paper, rock, sissors with Nemo's two bio-remotes, Mongo and
Mongo, deadly bio-engineered flying chimps that act as his sensory eyes and
ears as he takes them for scanning to rid them off the nanos that Flaw seeded
them with. And then they're brought in to meet Nemo..
> He's a mean, senile old coot, who's reverted to a childhood love of toys
and games, which he surrounds himself with in his ornate Victorian waiting parlour
full of toys. He's 123 and he's the one who's brought back the Victorian look.
Nemos extending his life through bio-tek implants and replacement parts and
selling them on the black market for longevity drugs. They're making him senile.
He and Golum talk business as Blu wanders around looking at all the cool junk
everywhere. Nemo reprimands Blu for playing with one of his toys, the hyperball,
then plays with it himself as his monkeys take the bio-tek eye and feed it to
the fishes, who strip it of flesh to see the bio-tek eye underneath. Nemo begins
smoking a CHIP - he puts it in his laser chillum and smokes it like a crystalline
rainbow smoke, up into his lungs and over his eyes, and he's there. Lost in
the PLAY.
> It makes everything fun. Glittering streaks and subtle mood distortions.
Gross hallucinations, dreamy quality to everything whilst still lucid and in
full control.The PLAY is algorithmic bred bioware that replicates the genetic
structure of DMT. It causes the DMT centres of the brain to spontaneously secrete
the dreaming, the imagination. The PLAY, they call it. Short bursts of it are
like VR that lasts up to 15 minutes before burning out, that overlay the area
you're in according to whatever you imagine - but that's the key. You have to
keep it pure or it turns into a fearfest. And whatever you believe to be true
becomes true...
Which is when Golum strikes and throws his smart cane with the laser tip at
Nemos cyborg eye. His chakra points light up one by one like firecrackers
as he self combusts. Golum's running round manic, giggling, almost in shock.
Then he's running round grabbing CHIPZ and batting off the monkeys which are
flying round, screeching as everything catches fire, jacking Blu and himself
into this new altered state. They're laughing, frantic, running through the
flames with all the booty they can carry, right at us... living life in the
fast lane like there's no tomorrow and only the now to live...
>End Game One.
GAME TWO> IDEAS ON! (64 pages)
>We open with a deep computer generated PLAY> scape, like an evolving glyph like field of icons and ideas, everything melting into other shapes in a webpage like design. Blu's high on CHIPZ and creating the reality/visual field around him as his ideas become real. As he pulls out of it we see he's in a park, on a spinning wheel on his back with Golum, going round and round and everything's melting together until he's sick and vomits.
>The credits roll and come alive like old 50's style cartoon credits in movies
as the PLAY> manifests on the outside and everything goes computer rendered.
You can't tell what's real and what's not in there. It's like a CG Sueussian
landscape shifting and morphing according to their whims, overlaying the reality
field that was there before. Blu's tryp creates the scape for them to inhabit
because he has the freshest levels of DMT. It's very kid like at first. Dreamland.
ABCs. Cuddly toy morphs. This opening scene is our first taste of real VR like
cartoon/ psychedelic PLAY special effects warping the reality of the narrative,
making it all FUN, overlaying the real world' with whatever they imagine. Golum
and Blu are loafing in the future park on a sunny Sunday afternoon, taking BIO-CHIPZ
as smartsuited people stroll through the park and stare at them, walking their
cloned miniature Wolly Mammoths. It's a future BIO-Park in a domed enclosure.
>Golum's teaching Blu how to roll cigarettes as they watch the clouds morph
and talk about the PLAY> and how to control it, animating things that they
think of. Kids are running round everywhere with faerie wings on, skylarking
and pulling faces and sliding down old tin slides and across monkey bars as
they look on, talking about the GAME and what the PLAY> means. Golum's clone
body is worse off; it's deteriorating cell by cell like a cancer virus manifesting
in the body, restructuring the dna as it goes. The final gestation process takes
about 24 hours. This is Golum's last PLAY, it's revealed here - he's dying and
the first rules are there are no rules. He's grabbed as many chips as he can
from Nemos place, and heaps of other stuff, and is doing what no one would ever
expect, he's going to run. And Blu's going with him. A little girl comes up
and she can see the ideas they're creating from the PLAY>, too, they're on
the same frequency. Golum creates a CG cartoon creature and they all begin chasing
each other round up over the slide and into the FUN. The Virtual Nanny sets
the BIO-Park's nano-guard dogs on Golum and he's fighting the machine-animals
off as everything melts again from Blu's POV and peaks in a one page PLAY>
scape under a tree.
>Feeling sick, Blu gets up and leaves the park, opening a door in the hologram
wall and revealing the illusion of it being outside and a normal park. It's
inside a holo-dome inside a giant MEGAMALL, dozens of stories high and miles
long, a HIVE enclave shopping area of the future. Here we see inside their world,
the world Blu krashed from. Dozens of hologram smartsuited people are looking
on in this heavy datascaped region, holo advertising surrounding them everwhere
like pop-up ads on the Web, icons and text and stock market figures splashed
across the bodies of the people in their websuits, always on line and here hosting
corporate ads and being living advertisments themselves. The holo ads en masse
are mixing into the PLAY> scapes as Golum bounces out into the MEGAMALL still
fighting off the robo-dogs, and Blu begins to 'drown-load' in inphomation, in
a commercial riptide.
>They're both being monitored by I-Spy satellites as everything is, and their faces biometrically scanned and processed through the Central Data Banks. As they sit down on a sapient bench, animated with intelligence like all the tek of the day, they interface with the Data.NETS and decide what they're going to do. Golum wants to go to an old-skool amusement park by the sea and take more CHIPZ. The bench has ID-ed them and called the security drones in, the HAPPY HAPPY DROID DROIDS, lumbering robot bouncers. Golum cuts loose and slices and dices the DROIDS with his RUDE MEKANIKAL lazer-cane, destroys them in a shower of metal and sparks and a beserker fury. They leave the MEGAMALL in chaos with people running round screaming and the MALL targeting them with pop-up ads and heavy datascape overlays.
>Cut to travelling through the Central Zone, as we see the future underclass
on the streets and what life's like in their world, like a cross between the
Third World and the bio-altered poor that act as a testbed for the CORPZ bio-tek
experiments. It's open slather advertising and selling down here, too, with
a cyber Bazaar feel to the markets and the food stalls as they wander around.
Blu's entranced by the holo pornography ads down here that dominate the datascapes,
as Golum leads them to some contacts of his: the Pineapple Grrls. They're six
cute ass bio-aletered Indonesian schoolgirls with puppy dog faces and hands,
machetes in them as they slice up nano-box pineapples to sell to the crowds.
Blu's introduced to PHAT ANNIE, the cigar chomping leader of this krew, who
agrees to wipe their trails from the Data.Banks and get BLU some new ID. As
she wipes his E-TAGZ she warns them that the LAUGHING SKULL POSSE are on their
tail.
>Golum leads them to a row of hoverbikes past the Bio-Tek baksheesh boys
selling bio-grown body parts and new senses. As they're trying to steal a sapient
hoverbike, a 1940s style double seater called HARD LEIZURE with a sadomasochistic
personality, the LAUGHING SKULL POSSE attack. They've got this cyber skeleton-
clown theme going and are real hardkore tuffs. They know Golum - he owes them
for some NEUROWARE they sharewared him and they don't like people who don't
pay their debts, no sir. There's going to be bloodshed. Very violent. All of
their Skull crew are Mek-augmented like 704 was, but they're connected in a
Local Area Network (LAN) Intranet, into a gestalt HIVE mind. They think and
act as one and can shift round consciousness from one to another, so the mime
can talk through them. Golum talks to ALPHA, their cyber-mime front man, as
the rest of the Laughing Skulls blend from the shadows.
> Blu's shitting himself, one of the Skulls is holding a gun up to his head
and threatening to blow his brains out. Golum bribes them with the PLAY CHIPZ,
and as they pause to scan them he headbutts the Skull threatening Blublu and
sends him reeling back - the facial-circuitry-tattoos imprinting on Golum and
allowing him to cut into their Network frequency with some illegal pirate NEUROWARE
- a FLIPSWITCH. They're all cut into the PLAY> as he jacks in, chipping hardcore
and we're cutting between the cartoon exaggerated PLAY>scape that they're
seeing for this whole issue and the grim reality. Because they haven't been
trepanned they're out of control with it and the alley walls and the bike's
coming alive, everything's twisted and dark and attacking them. Golum's wrested
a gun from them and he fires it off as Blu revs the hoverbike up and they take
OFF in a double page splash .
>They head out going the wrong way into one way traffic for a breakneck
joyride of the future, weaving between transparent electric cars and other hovercraft
inside transparent road tunnels with holo adverts along the sides. FrogMek jumping
exoskeltons are speeding by, hopping along in packs, one person mini-car-frog
like machines that go sideways in traffic, hop skip and jump around them like
inside a giant pinball machine. Blu's having the time of his life as he discovers
he's partially on-line with Golum in his head talking to him across their shared
Intranet LAN. Suddenly FLAW appears and tries to smash into their hovercraft
as warning holos flare and their virtual Miranda rights are read. They drag
each other off and battle as they race along in traffic, Blu's driving the sapient
hovercycle and Golum's juggling objects from the Play as the IDEAS come together
in a splash page modelled after the Cat in the Hat and Dr.Seuss. Golum's in
a bathtub in the speeding hoverbike being chased by Flaw, manifesting things
at her - we're seeing these cartoon like distortions of reality as their PLAY>
. Their hovercraft is bouncing off buildings with their gel bag force fields,
getting data point overlays as they go like in a computer game, all from the
kids POV. Blu swerves to miss a frog mek and Flaw misses them with her snare
net, she's snagged by the granny on her FROGMEK as she nets it and is pulled
off her hoverbike and along the ground like a runaway horse dragging her along.
She bounces and hits the ground and sparks fly, her cyborg body parts are shining
through, scrapping along the ground she's like a string of christmas lights
going off.
>Blu's lost the program and is not sure what's real and what's not as everything
accelerates and melts and there's a wall coming up is it real of a figment of
the PLAY> They finally crash in a cartoon like black hole, coming through
the other side to a payway junction where all roads meet, overlooking the sea.
Together, chipping hard, Golum and Blu walk off into the sunrise like Tom Sawyer
and Huckleberry Finn, into the ideas manifesting all round. And there at the
edge of the coast Blu sees the FUNWORKZ national heritage amusment park for
the first time, a scary looking funpark with a giant clown's head entrance and
roller coaster round the outside rim, ferris wheel and the like. The END of
the LINE.
>End Game Two
GAME three> END OF THE LINE (64 pages)
>Issue #3 is basically one extended action sequence as the whole issue is in 'real time'. We start with a deep seascape with schools of fish with holo-ads on their skin against an underwater pier, all seen through a screen like filter. Golum and Blu are looking at the SEAWALLS, rolling video-feed screens thirty feet high that protect the coastline from the rising sea levels caused by global warming. They're lying back on the end of the pier before the wall starts, smoking Gingoettes and dressed as pirates, coming down from the PLAY> with a few stray creatures of the ID still about. Golum's singing as they get up and leave the beach, cut through the electric fence and the sweep of motion detectors they've busted through, holo-fish still trailing about them as they reach the concrete esplanade surrounded by transparent habit trail like tubes linking all the walkways up. They're surrounded by other citizens waiting for the traffic to stop, opposite the FUNKWORKZ.
>It's a Nineteenth Century Coney Island type amusement park with a crowd
gathered out front, smartsuited HIVE drones and other off-liners all mixed together.
Golum's sick, rapidly deteriorating as the CHIPZ are burning him out, and is
knocked over by little hover skate punks, Blu helping him to his feet. Because
it's a national heritage space it's a .NETS free zone with no neuroware telecommunications
going on, all the advert holos short circuit as they go through the clown mouth
entrance. They chip in again with some of their last CHIPZ and the PLAY>
starts to transform the inside of the fun fair into a hyperreal, computer animated
CG landscape. Blu gets some visi-floss - animated video fairyfloss and they
eat it while they walk round looking at all the rides, the PLAY> still morphing
everything as we try to simulate an altered state through the continually shifting
backgrounds. They get on the ferris wheel and rise up over the crowd, reality
distorting into a BRYCE 3D like beautiful dreamscape against the futuristic
city backdrop.
>They're being watched by the I-Spys, of course, they see everything, and
we tune into the REALITY FEED footage of the GAME in progress with updates on
them as players. FLAW is on her way... Golum and Blu are peaking on the CHIPZ
as they wander through the old style games hall, everything animated and morphed
by the PLAY> from panel to panel. Past the whack the gopher game and the
strongman test, to the Laughing Clowns game. The clown heads are moving left
and right and changing, becoming animated by the PLAY> as the attendant hands
them the balls. As they play Golum's freaking out, everything's turning into
a real fearfest, it's because he's dying, he's imprinting his fears onto the
PLAY>. Everything starts spiralling out of control and this is reflected
in the panel borders fragmenting as Blu looks on and Golum pulls out the gun
and shoots the attendant... Blu runs as Golum goes into a crazed rage, shooting
at the clowns heads and going on a mad rampage, lost it in the PLAY>. He
chases Blu through the Hall of Mirrors, in which he starts to see Nemo's reflection
over the top of his own... Then Golum's on the ground, vomiting out the PLAY>
like a junk sickness. It's becoming real. It's Nemo. He uploaded his consciousness
to the Golum, he's pulling all the strings as he makes Golum do a sad, broken
dance while he sings. With Nemo now fully in control, he starts warping the
PLAY to him physically, shaping a nightmare spider-Mek like body with elongated
claws and deformed body. He's also hacking into everyone's frequency and projecting
the fearfest, causing a terror induced riot. People are down on the ground whimpering,
shielding the children, everybody screaming.
>Blu runs! He's pushing through the crowd, everything still nightmare warping
around him, onto the dogem car area. He's running through the dodgems hurtling
towards him as the misshapen Nemo spider creature skittles after him, claws
scrapping the electric nets above them. Nemo kills another attendant on one
of the dogem cars as he advances on Blu, insect like. Blu makes it to the Ghost
Train and pushes through the Devil faced doors and disappears deep in the darkened
tunnel. Nemo's tracking him down there with their Intranet LAN file sharing,
dragging it out like a cat and mouse. He's toying with him. Blu jumps into the
carriage of a smartsuited couple ahead of him on the tracks and begs them for
help, but Nemo comes up and kills them, distorting everything with his control
of the PLAY>. Nemo captures Blu and his spider form is morphing and melting
around Blu as he tries to choke him to death...
>Blu's saved by FLAW who shoots Golum with her wrist blaster in a dramatic
entrance, surrounded by floating holo icons and I-spys filming everything for
the live REALITY FEEDZ. She's got open mek wounds and sparking cyborg body bits,
looking real damaged from the car chase at the end of issue #2. She's tracking
with infrared and extended computer senses as we follow her and Golum as they
clash in the tunnels. They're both hyperfast and enhanced, one through genetic
technology and the other through machine tek, the flesh and the machine. Flaw
lashes out with her full tek capabilities, letting rip the flamethrowers as
Nemo skittles up the wall, partially caught and burning. He lures her to a pirate
themed enclosure where he smashes in her SENSE.NET and slashes her mek throat,
sparks flaring and cut cables leaking fluid. He forces her hard into the wall
as all her warning icons flare with system errors. Nemo's about to pounce on
her and chop her head off with PLAY> created sycthes when she dodges and
grabs him in a leglock and twists, breaks his neck.
>It doesn't stop him. Nemo overrides her computer system with the FLIPSWITCH
neuroware and shorts her out with an EMP grenade. He advances on Blu, neck on
a horrible angle, his Golum body almost totally broken, and pulls back the bio-tek
nodule where Golum is trepaned. From it the CROM CRUCH, a silver worm like sapient
backup device wriggles out and onto Nemo's finger. He puts it to Blu's face
and it crawls up his nose, blood spurting and eyes open in fear as it starts
hacking Blu's SENSE.NET and his encryption keys. Nemos trying to hack through
his firewalls and nest his personality matrix in Blu, digitally possess him.
And at the heart of the abyss, deep down in the Ghost Train tunnels when Blu's
at his lowest, they're transported INTO the PLAY> into the ideas he's thinking,
into the ideaspace dimension of the imagination itself. Fully rendered CG cartoon
Suessian lanscapes of the ID here, the datascaped source code of the PLAY>
itself.
>Blu's falling through this bizarre, hyperreal ideaspace until he hits the
deck of an old galleon pirate ship CG created from the PLAY>. Skeleton Nemos
dressed as pirates attack. Its a swirling wonderworld in there where Golum's
fighting Nemo for control of the PLAY>. Blu has to learn to control his fears,
fighting the pirate Nemos and the inhabitants of ideaspace, too, preying mantis
like insect creatures that are feeding off their fears. They're draining the
broken body of Golum tied to the ship's steering wheel, who Blu rescues by overcoming
his fears and not listening to Nemo, by believing in himself. He has an idea
of his own and he drags Golum out over the pirate plank, walking out into a
morphing CG PLAY>scape of imagery and getting the dying Golum to activate
his FLIPSWITCH one final time to snag Nemo's neuroprint. Nemos screaming as
he's whisked away like a genie in a bottle, back into Golum's dying body and
the PLAY> warps to Blu's imagination, reveals itself to him in it's pure
form, a CHROME filter morphing ideaspace where the natives trade in ideas. Ideas
themselves are alive and sentient, crossbonding with humans as hosts. Golum's
warning Blu not to buy anything as the meme creatures melt out of the backgrounds
with some full on animated CG effects in this sequence. They're all talking
in a hieroglyph visual language, in ideas themselves as Blu bonds with IDEAS
from the PLAY> virus, with algorithms that are the code of the AI viral lifeform,
downloading their source code into his browser, bonding to his neuroware. He
regurgitates a visual icon-idea like they have shown him how to, his own idea
of the PLAY> as is becomes REAL through him and he starts to come down rapidly
to the normal reality.
>Golum's dying, Nemo trapped within him as Blu drags his body to an old merry-go-round
that's golden and sparkling caught in mid motion. Golum asks Blu to shoot him
to put him out of his pain and he does. Golum dies in Blu's arms, fully absorbed
into the PLAY. Blu has matured and realized he doesn't need Golum or the CHIPZ,
but that he does value the PLAY>er in him that he's never let out growing
up in this cyber-dystopia, he's broken the mold thanks to Golum and he can't
go back. The staggering remnants of FLAW approach, animated by the .NETS, her
human half dead, and tries to take Blu back to the HIVE. The PLAY> is a dangerous
VR likedrug, she explains, it turns people mad, like Golum. He was the one with
the Nemo fixation. Nemo was a digital perpatrator, riding his consciousness
for years, experiencing what his players did. But Nemo is dead, he died in the
fire, and the chips have been turning Golum mad, it's all been his fears. Blu's
not listening to anyone, he's wise to the Game. He shoots her and runs off into
the Program, a completely morphic/ CG BRYCEscape, some synthesis of the PLAY>
and reality, the IDEA of it's bonded to him now. He's free.
>GAME OVER
CHARACTER PROFILES>
GOLUM
>Golums a chaos attractor like the Cat in the Hat, a cocky Krasher
off-line kid in this future Corptopia with his sapient tek RUDE
MEKANICAL cane and top hat and leopard skin scrambler coat, grunge looks. Big
Monster Bootz. Hes got white albino skin and red hair, with an eerie Marilyn
Manson like aura of androgyny and post-humanness about him. Golums been
taking the PLAY> CHIPZ too long and he really believes this whole worlds
just a bloody GAME. He knows hes right and hes going to give it
his ALL to break through, to win, and to have a good time whilst doing it. He
lives too hard - but theres no other way to experience it all, because
hes dying. Hes a fastbred terminator seed bred in the gene-labs
and owned by a Corporation, one of the marvels of bio-technology, a post-human
clone with a shortened lifespan. Hes been sold to Nemo, its later
revealed, he too, is a product.
>He speaks in a weird pidgin English type phutro-ese - all the krasher kidsdo,
they speak like advertisments, all abbreviated and short attention spanned.
Hes hyperactive to the max, in overdrive, always wanting to be in the
moment, in the now, a falling star burning brightly in the night and trying
to squeeze as much as he can from each moment before it all goes bust. Hes
up to no good because thats where the fun is and his motivation is fun
- always, no matter what the cost. Since hes been trepanned he thinks
like a kid does, no adult worries to weigh him down - just the fun stuff, thanks.
Hes athletic yet lazy as hell, chainsmoking away his quirky I-Ching cigarettes.
Always with a cigarette in his mouth or lighting one or putting one out. Hes
a well known identity on the streets of the Central Zone where all the off-liner
krasher gangs hang out, hes made deals with the best of them and is owed
favors all over, as well as debts. Hes cheeky like a monkey that will
always bite the hand that feeds him and youll love every moment of it
till the teeth sink in. You either love him or you hate him - theres no
in-between, and he loves a good enemy as much as a friend.
>He shines with the unexpected.
BLUBLU >Everythings narrated by Blublu and its an unreliable
narration. Hes 12 years old and always looks like a street tough little
cyber-sweetie, ears sticking out, hiding from the world behind his tough facade.
Blublus covered from head to toe in UV blue bio-dye to protect him from
the sun, but thats his tagger name on the streets when hes
smart graffiti-ing. Hes also a bit odd and blue feeling, hence his name.
Hes krashed - run away from his corporate sponsored HIVE home where everything
is provided and automated and sterile because he wants something more, he can
feel theres more to life than the world hes been sold. Hes
never been of-line before or lived outside the HIVEZ. Hes got to learn
to survive and think for himself.
>Hes always scratching his head puzzled like, shuffling his feet around,
looking down at the ground, his body language all shy and acting tough at the
same time. The trepanning operation has left a permanent hole in his skull at
the top thats visible with his shaved head. Theres a biotek nodule there for
easy CHIP insertion, the chips like large crystals.
>Blus at an impressionable age and he worships Golum like an older
brother figure, loves him dearly, perhaps too much. Its like hes
being eclipsed by Golum and his personality is taking over. Hes into the
street scene with him, on his CHIPs etc going off, into the PLAY>>>
living life in the fast lane and starting to grow up. Hes the romantic
and the dreamer and the one who still wants to believe in MAGIC, needs to believe
in something bigger than them all.
NEMO
>Hes the CHIP dealer for the off-line on his block with all the TOYZ.
Hes at least 120 years old, has extended his life through tek. The name
is loosely based on Little Nemo in Slumberland and he may look like him - always
in pyjamas, fluffy rabbit shoes. Hes had numerous replacement parts rewired
into him as well as artifical prostethics. Hes wearing a classic pyjamas
look but all over smartsuited Star Trek like slumberwear, with kirbydotz and
pockets all over like the current combat/cargopockets look. Its SENSEWEAR
that monitors his health. He looks eight hundred and fifteen years old, always
minutely etched age lines all over his face and liver spots, his face threaded
with nano sheeting all over it like a sparse layer of circuitry thats
keeping him together. Perfect little boy eyes, except theyre orange from
his chipping and trapped in a hundred plus year old body.
>Hes a nasty piece of work - he bought Golum from the CORPS, he was a defective
early model that burns out young, by 16. Nobody wanted a genecrasher, except
Nemo. The WIZ. Procurer of lost and found memorabilia. They think and dream
at such hyperfast speeds that they can handle the PLAY, its perfect for
them. Nemo made it, it came to him as an idea. He coded the algorithm for it.
Hes hooked up to them in his den. Wires spilling out the back of his head.
His morphing BedMek chair that turns into a spider-chair, panel by panel morphing
shape as he moves around. Hes been time sharing Golums consciousness,
possessing him when he takes the PLAY. Thats why Golum wants to kill him.
He wants his last play to be clean, without him in there with him watching,
thats all hes done at first.
>Nemo is in fact possessing Golum just like the previous Golum body that
Golum kills at the end of *1. Hes gone through many Golums - hes
an identity vampire, he burns out bodies and moves onto the next by projecting
his digitized consciousness from player to player.
TOY DEATH >Are a Neo-punk tekno graffiti-Krasher Krew that Golum leads and
Blu joins. Theyre always wearing fine fashiond cyber clothes and playing
with old toys -rollerskates, skateboards, kangarooo shoes, playing WHANGO in
carparks and flying kites, along the way hacking and slashing whatever they
need to survive off-line. Theyre a teen gang up for it all - computer
crimes, grafitti, vandalism, assault, pirate CHIP taking, boarding, bagging,
phreakin, cracking, hacking, whacking... and they trade all their illegal gains
to NEMO for more CHIPZ. Theyve all been trepanned - drilled through their
head to increase the oxygen flow to their brains - and act like kids at play,
but nasty, too.
>SNARX Snarxs skin has been gene fashioned to have scales all over
like a crocodile, thick chunky scales that protect him from the heat and also
injury. Hes also got a split forked tongue and reptile eyes, all done
cosmetically. Hes tall, sitting with his knees up, with the posture and
body language of a basketball player, and is wearing an alien head/Jolly Roger
skull bandana around his head, loose fitting pants, a black t-shirt with the
slogan No Fear on it and no shoes.
>704 704s big and tall and dumb hillbilly looking, but menacing, too.
Dark skinned about 15. Hes got a lot of cyber extensions running along
his spine and up his neck , with exoskeleton MEK gloves with brass knuckles
holding a bong, lighting it with the other gloves finger lighter. Its
motors are moving his fingers by themselves, its remote controlled and does
all the work. Hes got an almost shaved head with symbols shaved in, or
the numbers 704 in large green lcd font on his forehead. He looks mean and dumb
looking, massively ripped muscles from 704, the synthetic bio-chip growth hormone
that hes hooked on.
>SKATCH Skatchs short, under five foot tall and covered in hair of all different types in patches with shaved areas prominent. Hes wearing phutro grey Calvin Kleins with little side pockets on the boxers, like a DNB fashion tweak, a plasticy look to them. Hes in brand logo sandals and not much else because of the heat and his fur- hes a SKIN merchant, grows hair for money, sells his skin time to bio-leasers. Skatch is growing dna hair patterns, hes a factory for Yak fur, authentic, he sells it on the street. Hes got a long smooth bone that looks more like a sharks tooth through his nose and an indigenous, angry primitive look. Hes pretty urban feral and dusty looking, like he hasnt showered in a very long time. Also lots of piercings all over his face and stretched ears, maybe on close ups of his hands we can see metal rod and barbell implants under the skin. Hes about 14, and even though hes young and small he looks nasty and dangerous.
F L A W
>Shes a half human/organic, half machine computer symbiosis. A ruthless
BOUNTY HUNTER/private law enforcement agent of the future who tracks wildchilds
like Golum and Blu for profit and relays all the footage to the Data.NETS
as REALITY FEEDZ for immediate consumption by the passive viewers
at home. Shes outfitted with full cyborg body modifications and weapons
and has integrated Internet/Sense.NET visuals that overlay her POV like
the desktop of a computer screen. She is, in fact, completely automated by the
Data.NETS like a piece of hardware, and her function is to explore the
human-machine symbiosis with technology through whats been done to her
body and mind. She rides a sapient hypercycle linked to her with implant teknology,
everythings computer enhanced data overlays from her POV. Shes an
early causualty of military bio-tek cyborg experiments.