Hi all. Happy Tuesday.

So while we are on a bit of a break between chapters I thought that it would be a good time to talk about the first chapter a bit.

Bob and I have learned a ton over the last 8 strips. So much has changed since we first launched the strip back in 2000. Hardware, our methods of drawing and creating the strip, our methods of collaboration… It’s all very different from where we started.

We have talked about a lot of this again and again, but I thought that I would take the time to talk about each of the first eight Reboot to the Head strips.

Reboot 01

Well, of course I can’t find it, but this strip originally looked a lot different. Instead of a sleek, modern skyscraper that Phinn was busting out of, the first panel showed a window into a stone-walled building (looked like an old English cottage, or a classic Irish Pub). Second panel had the cracks on the window and the third panel was, well… blank at the time.

Bob redesigned and we get to see that these Cat-creatures-things live in a futuristic world with flying cars instead.

The first strip is the only one where we see a neon sign on the side of the buildings. Bob originally was thinking something like Blade Runner, I think, with neon signs all over the place.

Let’s be frank. It was too much work to try to put that amount of detail in, so we stopped with one. I’m pretty sure that the Neon Sign in the first strip says “Your Ad here” in Kitty-ese.

You will also notice that none of the buildings are lit, and there are nice reflections of the buildings across the street in this one. Maybe we are just very lazy.

Reboot 02

Not much else to say about the second strip that we haven’t already written here. Take a look at the Behind the Scenes page when you get a chance.

Reboot 03

This is the strip that nearly killed us. It looks pretty simple. but the problem is that while a lot is happening, the scene does not change all that much. It was a lot of tedium getting everything drawn and colored correctly so that it looked consistent. It also suffers from what a random internet person referred to as “Color-form” syndrome. There isn’t a lot of apparent depth of field because we are lined up perpendicular to the buildings in the background.

At one point I was blurring the backgrounds to create some depth of field. Below is a test of what that looked like.

We didn’t like it one bit.

You will also note that this is the first strip where we “lit” the buildings. It’s a great effect. It started to really pay off in the next few strips where we were able to put less detail into the buildings in the panels where it wasn’t as important and focus our time on the foreground.

The second panel here drove Bob nuts. He redrew it at least twice. It came out great in the end.

Reboot 04

I love the first panel here. I think that we just nailed it. :)

The second panel shows the less detailed, but even more effective, in my opinion, buildings in the background.

You will also notice in the second panel the brand of Phinn’s shoes. It’s a call-back to previous strips. D’OH brand shoes. Multiverse favorites!!!

Reboot 05

Not a lot to say here except that we forgot to add in the grapple-line falling in the last panel. Phinn in the last panel is a great drawing!

Reboot 06

Jetpack gets lit! I did about eleventy-billion versions of the color on the rocket nozzles. The final version is much cleaner and looks great.

The last panel was sketched by Bob on paper, captured on his handy-dandy iPhone camera, and added it to be digitally inked. Nifty!

Here is the shot of the drawing that we added in.

Reboot 07

The first strip that we missed getting posted on Friday. Darn Superbowl…

We were a bit slap-happy to get this one and 8 done as on-time as we could after we missed the strip 7 date.

We generally have versions of more than one strip being worked on simultaneously. While Bob was finishing up strip 7, I was doing some color on the parts of strip 8 that I could.

One of the cars there just looked to me like a Ferengi Marauder. In all fairness, it doesn’t but that “car” was sort of colored like one and was referred to as the “Ferengi” car from then on.

So, that sets us up for Strip 7 stupidness.

So Bob was worried about the last panel. In that panel, Phinn is bathed in light from oncoming headlights from the truck that ends up blowing him up in strip 8. (GOOD RIDDANCE SAYS I! TOO MANY COLORS ON THAT ONE!)

The concern was that it wasn’t obvious. Bob decided to put in the “sound” of a horn honking.

I decided to do it myself first. Take a look at the last panel. I also snuck in a new car design up in the first panel…

Bob then did me one better. Take a look at the first panel in the final version of the strip. A stylized Klingon Bird of Prey. Yeah baby!

Reboot 08

The last chapter, or as I call it, the one where Phinn goes Boom.

If you look under the truck in the first panel, you will see those pesky Ferengi. :)

Also, if you didn’t notice, take a close look at the last building on the right in the panel. Happy egg-hunting!

What… back so soon? Yeah. It’s obvious.

We have done it before and will probably do it again.

We hope that you enjoyed these strips.

Sorry about blowing up Phinn. It had to be done.

Come back soon to find out who we blow up next!


I bought Mass Effect the day it came out, and played it through to the end.  I loved it so much that I immediately started a new character and started a second play through.  That’s when Mass Effect murdered my XBox 360.  I was playing through a mission and, at about the same point each time (when a bunch of enemies ambushed my team), the 360 would stutter for a few seconds, and then freeze.  I restarted and retried a few times and then…the dreaded RROD, which, for those of you who don’t own a 360, indicates a catastrophic, unrecoverable system failure.  Microsoft has never fully explained what it means, exactly, except that you need to call the support line, submit a request, wait for a box to arrive in the mail, pack up your 360, then wait 4-6 weeks to get it back.

So, yes, Mass Effect blowed up my console, and it’s been about 2 years since I played through it, which has allowed me to remember it fondly, through rose tinted glasses.  I’d honestly forgotten about many of the aspects of the game that were annoying.  I will list some of them here:

  • Planet exploration.  Blah!  Upon scanning some planets you would find that you could drop your ATV to the surface and explore.  And by “explore” I mean you could drive around aimlessly trying to fill in your map and find points of significance.  The points were sometimes a batch of enemies, or a building you could infiltrate and explore.  More often they were crashed ships or rocks containing valuable minerals.   If you’re a completionist, like me, this meant you spent about 95% of your time on any given planet filling in the map, and maybe 5% actually doing something useful or fun.
  • Texture pop in.  I never understood how some games could have such lengthy load times and still not manage to load high quality textures.  Mass Effect was plagued with pop-in.  It seemed like every time you loaded a save game, entered a building, or walked around a corner your screen would be full of blurry, low rez textures that would slowely, one at a time, be replaced with the high rez versions.  Yuck.
  • Inventory Management.  Like many other western RPGs, Mass Effect threw lots, and lots, and lots of items at the player.  Every corpse was lootable, and containers filled with treasures were everywhere.  Unfortunately, your team had a limited inventory capacity, so eventually you’d run out of space.  Then you’d be forced to compare the stats of similar items to try to decide which ones were worth keeping, and which you could reduce to goo to make room (the goo was used to upgrade your other equipment).
  • Elevator rides.  This didn’t bother me as much as it did some others, but Mass Effect tried to hide its load times by forcing the player to ride elevators from one floor to another.  The next level would load while you watched your team standing idly in the elevators, sometimes for a solid minute or longer.
  • Space Exploration.  Yes, I realize that, at its core, Mass Effect is a space opera RPG and a certain amount of exploration is expected.  But the starship “mini game” was bland, and boring, and seemed like a silly way to get from point A to point B.  In other RPGs wandering through the wilderness results in random encounters, which can yield experience and treasure.  Mass Effect seemed to be trying to apply that to space travel, but forced the player to visit star systems and individual planets to find encounters outside of the main storyline.  It’s just not the same.
  • Moronic companions.  I had a really, really hard time playing through the first 90% of Mass Effect.  Late in the game I realized this was because my companions were idiots.  They would blow all of their powers on anything and everything, and refused to take cover.
  • The Citadel.  I have a love/hate relationship with it.  There’s very little to do there other than walk around and talk, which is great.  The Citadel is a fantastic lore dump that brings players up to speed on the Mass Effect universe.  It can also be long, drawn out, and boring.  Necessary in a first play-through, perhaps, but a huge barrier to fun in subsequent games.  It’s a giant black hole of boredom between missions.

All that being said, there was a lot that I loved about Mass Effect, not the least of which being the storyline.  Very epic.  Very well written.  Full voice for every line of dialog, and all of the voice acting top notch. I also enjoyed the game play, for the most part.  Once I figured out that I could turn off the “auto use powers” setting for my team, I really got much better at the epic battles.  Instead of having to reload and replay every fight 5 times to get past it, I was actually doing well and enjoying it.  I’ve always liked deep customization, too, so specializing in certain weapons and abilities to increase effectiveness and damage was fun, and biotic & tech powers were very satisfying.  Lots of levels, and lots of customization options also made a great role playing game even better.

Still, in the years since I’d last played, I’d forgotten a lot about the storyline, so it was kind of a blessing in disguise when I popped Mass Effect 2 in for the first time and if failed to recognize my saves from the first game.  Apparently I’d never saved after beating the game, or I had but then overwrote the save.  Thankfully I had a game saved right before the final battle with Saren, and I was able to replay through the last 25 minutes of the game.  This was a great reintroduction to the characters, and a refresher on how the story ended.

Immediately after playing through the opening sequence of Mass Effect 2, it becomes obvious that BioWare decided to take a sledgehammer to the game.  They fixed nearly everything that was “wrong” with the first Mass Effect, but in their quest to create a game that is more “shooter” than it is “RPG” they introduced as many problems as they fixed.  Additionally, the way that they chose to “fix” some things resulted in new problems that were just as bad as the original.

Wait.  Let me stop myself for a minute.  Mass Effect 2 is an incredible game. The storyline is even more epic and involving than the first game.  The twists, turns, and overall plot are incredible.  The new characters on your team even more interesting and involving.  The gameplay, while dumbed down significantly, is still pretty great.  The personalization, which actually builds on decisions you made in the first game if you import your character, is unparalleled.  The writing, dialog options, and voice acting continues to be off the charts.  I would not hesitate to recommend this game to anyone.  I would strongly encourage you to play through the first game first; some of the bomb shells in the second just won’t resonate if you don’t.  But regardless, Mass Effect 2 is one of the best games I have played in a long, long time.

So, yes, I loved Mass Effect 2.  The entire story, from start to finish, was absolutely superb, but the final act was absolutely great.  As I recruited each new character to join my crew I could not believe how attached I became to them.  Unlike other RPGs I actually agonized over who to bring with me on each mission, and routinely rotated through most of them.  Furthermore, walking around the ship and talking to the characters to probe them for more information about their feelings or their pasts was a pleasure and not a chore like it is in some other games.

But, I have to admit, I was disappointed with much of what is different about Mass Effect 2.  The creators of BioShock have repeatedly bent over backwards to insist that their game is a shooterSystem Shock 2, the spiritual predecessor of BioShock, was a first person RPG and is beloved as one of the best PC games ever made.  It was also a commercial failure.  Shooters, on the other hand, are popular!  The frat-guy crowd loves them.  So I don’t blame the BioShock guys for cutting away a lot of the RPG elements that made System Shock so unique and incredible in order to focus on the mechanics of making BioShock more like an FPS.  Similarly, the first Mass Effect game built on a long BioWare tradition of real time RPGs with deep, strategic combat that allowed the player to pause at any time, assign specific tasks to specific party members, and then watch the results play out in real time.  A system first pioneered in Baldur’s Gate, another game that is remembered as one of the best RPGs ever made, and was thrust into the third person with the original Knights of the Old Republic.  Since then, BioWare has applied the same formula successfully to Dragon Age: Origins and Mass Effect, but with Mass Effect 2 they pushed even farther from their roots in Baldur’s Gate and closer to typical 3rd person shooters like Gears of War.

How exactly did Mass Effect 2 do this?  A number of ways, really.  First, the way that powers & abilities work has fundamentally changed.  Using any one of a teammate’s powers resets the cooldown on all of the available powers.  This significantly dumbs down controlling your team as you can pause combat, assign them one action, and then more or less forget about them for the next 10 seconds.  I should note that your teammates are just as stupid, if not more dumb, than they were in the first game.  They often run into the thick of combat only to get gunned down in seconds, and there is no rhyme or reason to which powers they use when.  I admit that the first few times I heard Jacob say “Now nothing can touch me!” after throwing up a barrier, and then seeing him run into close combat only to get gunned down instantly, I laughed.  After that first few times, it stopped being funny.

Look, squad based shooters can be great, they really can.  If your team is highly scripted to do specific things, like in Call of Duty, or if they respond to simple commands intelligently, like in Republic Commando or Rainbow 6, then it can be an absolute pleasure to play with a couple of AI controlled team members.  But when the default action of your crew is to try to commit suicide as often as possible, and the game forces you to take fine tuned control over their abilities to get any utility out of them at all, it can be down right frustrating.  In many ways Dragon Age suffers from the same problems.  Even with the DA tactics system, something that is completely missing from ME2, I find myself having to take fine tuned control of the abilities and positioning of each party member, in every instance of combat.  Either that or I watch them blow all of their mana on stupid spells, and then die by running into a storm of fireballs.  In Mass Effect 2, I found myself forgetting that I even had team members in most firefights, choosing instead to take out all of the enemies myself.  If one of the AI crew members got lucky, that was a nice bonus.  Using the “unity” ability to bring partners back to life was a waste of medi-gel because, just as often as not, they would die within seconds again.

There are fewer levels to obtain in Mass Effect 2, with a level cap of 30, and the leveling system is dramatically streamlined.  Your crew still levels with you, regardless of whether they participated in recent missions or not.  Abilities are no longer separated into trees, where you must get ability X to a certain point before you can train ability Y.  Instead, you start with a specific set of abilities based on your template, each of which has 4 levels.  Each time you level you get skill points, which you can spend to improve one of your abilities.  By the time you reach the max level, all of your abilities will be maxed, or nearly so.  If you use the “auto level up” option, the game distributes the points evenly across your abilities, effectively increasing them all at the same rate.   You do get access to new abilities late in the game as you gain the loyalty of your crew, and they also get some new abilities as well.  But generally, leveling is a no-op; if you have enough points to improve the next skill in line, you do.  Otherwise, you wait until the next level.

Additionally, combat missions no longer award experience for accomplishments in the field.  You don’t get experience for killing enemies, hacking computers, cracking safes, or blowing stuff up.  Instead, at the end of each mission, you see a “mission complete” screen and are awarded a fixed amount of experience points.  Occasionally you will get bonus experience points for mini-missions, or based on choices you make in dialog trees.  But those are the exception rather than the rule.

The end result is that the majority of the gameplay plays out a lot more like a 3rd person shooter than the first Mass Effect.  You no longer worry about experience, inventory management, or exploration.  Maps are very linear, and other than assigning your squad to use specific powers or to take cover, in most cases you point and shoot.  It’s fun, to be sure, but isn’t implemented as well as other games where 3rd person combat is the focus.

As for the problems of the first Mass Effect, as I mentioned before, BioWare’s solutions are hit-and-miss.  Time for bullets!

  • Miss! Planet exploration is gone.  Instead of driving your vehicle around the map using your radar to find points of interest, you have the “scanning” mini-game.  When you fly to a planet you are given the option to very…slowly…scan…the surface…for resources.  To do this you use a combination of analog sticks and the left and right triggers to find resources, and fire probes to collect them.  This is not the only way to get resources in the game, but it is the only way to get them in significant quantities, and therefore if you want to get all of the upgrades in the game, you must spend literally hours of play time scanning planets.  It’s fun at first, but after the 5th (or 10th, or 50th) planet, it gets really, really old.
  • Hit! Texture pop-in is, thankfully, non existent.  Graphics in general are nicer to look at, a lot more solid, and a lot more stable.  Huge improvement here.
  • Hitty Miss! Inventory management is gone.  There is also no longer a loot system.  In the rare cases where you find lootable corpses, weapons, safes, or containers in the field you are immediately rewarded with a new weapon, money, upgrades, or resources that you can use to build upgrades.   Weapons are permanently added to your armory, and will be available to any character that can use it.  You can equip them at the start of a mission, or whenever you find a weapons locker in the middle of a mission.  Salvage and resources are automagically “‘beamed” to your ship.  No muss, no fuss, no inventory.  At the same time, the deep, stats-based decisions of which weapons and armor to use are removed from the player.  Instead you get a generic message “this is an upgrade!”  Mostly, this is an improvement.
  • Draw! Elevator rides are gone.  Instead, you get loading screens, sometimes for minutes at a time.  Is this better?  I don’t know how it would be.
  • Miss! Space Exploration.  They managed to make this even worse.  Flying from system to system is still dull.  Random encounters are still non-existent.  Small planets and asteroids are just as hard to find as they were in the first game.  And now we have the added bonus of fuel, which limits the distance that you can travel without back-tracking to find a fuel depot to fill up again.  How do you make a boring, silly space exploration mini game even worse?  By forcing players to backtrack to the same spot 3 or 4 times before they can finish exploring a large system.  I like the idea of the galaxy map, but it is poorly executed here.
  • Draw! Moronic companions.  Just as moronic as ever.  They still run into enemy fire and die instantly.  They still use their powers randomly, only now it’s more significant because using one power blows the cooldown on all of them.  To get maximum effectiveness you must still disable “auto use powers” and manage them yourself.
  • Hit! The Citadel.  Thankfully this plays a much, much smaller role in the game.  Instead, there are several major locations throughout the galaxy, to which your party will journey multiple times to pursue the major storyline, or character related side quests.  There is still a lot of exploring, talking, and large swaths of areas where little or no combat is possible.  At the same time, however, these are dispersed much more evenly throughout the game, with missions and assignments in between, instead of being lumped all together in the first 25%.  Much improved!

So, what happens when you take a truly great game, fix some problems, overlook others, and introduce some more?  Well, if you also have an incredible storyline, unparalleled personalization, great characters, world class voice acting, and far better than average gameplay, you get Mass Effect 2.  An incredible game, with about 40 hours of play your first time through, and well worth your gaming dollar.

One last thing: buy it new.  New copies of the game come with a single use code that lets you join the “Cerberus Network.”   This will give you access to free downloadable content including new weapons, armor, characters, and missions.  If you don’t have this code (e.g. you buy the game used), you will need to pay a $15 surcharge to get access to the extra content.  In my opinion, this is a pretty clever and downright fair way to combat the plague of used game sales, and possibly piracy as well.


Happy Friday!

This one really came down to the wire, but Dave pulled through like a champ and colored artwork that I was still tweaking at 9 PM tonight.  With page 8, the first chapter of the Reboot to the Head saga comes to a close, and beginning in a couple of weeks we’ll be starting the next leg of the storyline, which moves beyond Phinn’s solo storyline.

Before I go on, I’d like everyone to do me a favor.  Click on that link, the one that heads on over to the Reboot to the Head page, where you can see large thumbnails of every page in the series so far.  They are listed in reverse order, so please take a few seconds to scroll up and down once or twice to take them all in.  Dave and I posted 8 full sized, full color comic pages over 7 weeks.  Looking at them all end-to-end there I can’t help but very proud.   I still think that these are some of the best strips Dave and I have ever done.  I hope that you agree.

As I mentioned last week, and earlier in this very post, today’s page wraps up Phinn’s solo chapter.  Next week we’ll continue with chapter 2, which picks up with another beloved character in the Towne Pub cast.  Well, beloved by me, anyway.  I’m really looking forward to switching gears, but I’ve done absolutely zero prep work beyond writing the script, so I’ll be taking some extra time over the next week to build up some art assets (character designs, rough sketches, environments, etc), and Dave will be using the assets to experiment with color palettes.   I expect the first page to be posted two weeks from today (March 5th), after which our weekly update schedule will continue for the duration of chapter 2.  If I fall behind for any reason, I’ll make sure to let everyone know.

I think Dave will be doing a Tuesday update this coming week, and it’s a fun one that features some behind the scenes detail from the last two pages Phinn’s chapter.  I hope you’ll stop by to check it out.  I’m also planning on posting some original artwork next Friday to give people something to look at.  So please bear with us for the brief delay!

As always, we loves the comments.


Better late than never, right?  Right?  How’s this for a Tuesday update?

With page 7, we’re approaching the thrilling conclusion of Phinn’s solo chapter of the Reboot to the Head saga.   Page 8 will be posted on time, this Friday, and we’ll be taking a brief break of a week or so to begin work on the next segment in the storyline.  I expect page 9 to be posted on or around March 5th.  I hope you’ll bear with us.

This strip was drawn over a period of a month or more.  The first two panels were done before I even started work on page 5.  I knew page 5 was going to be difficult, and I’d written the script up through the entire second chapter, so I decided to skip ahead to page 8 and work backwards while I was still working on page 4.  One of the really nice things about working ahead is that i can jump from one page to another and back whenever I hit a snag, or start to get bored.  Of course the problem there is that you end up with 6 pages in various stages of completion with nothing actually done.  And then you have to delay posting page 7 by 4 days.

But I digress.

The first two panels of page 7 were laid out, and the foreground images were penciled, weeks ago.  The last three panels remained blank for the better part of a month.  Last week I decided to bridge the gap between paper and digital, and sketched out the rough Phinn drawings for panels 4 and 5 on a sheet of scrap paper in my office at work. Instead of taking a photo with my iPhone like I did for the last panel of page 6, I brought the sketches home and scanned them in.  I’ll probably be doing more of that in the future because it lets me sketch during down time at work, which is normally a time of day when I can’t get anything done.

True story: the first few TP classic strips were almost completely written, penciled, and inked from my cubical at Nortel.  I used to waste a lot of time there.  Ah, the good old days.

Anyway, I hope that you enjoy page 7, and page 8 is coming along later this week.  As always, your comments and feedback are much appreciated.


Page 6 in the Reboot to the Head series is up today.  Please let us know what you think!  The production of the last panel was fairly interesting.  I had been struggling with digital roughs at home, but I had a clear image in my head but was having trouble getting it down on paper.  It’s hard to describe, but I’m sure other artists understand how you can see something so clearly in your head, but the translation on the page just isn’t working.  While I was at work one day, I started sketching on some loose paper on my desk.  I really liked the result, so I snapped a pic of it on my iPhone, and mailed it to myself and Dave.

Panel 6.6, Phinn roughs.

Panel 6.6, Phinn roughs. Click for larger version.

Dave was actually the one that opened it up and dropped it into panel 6 in the strip.  When I got home I was able to begin penciling right on top of the photo, which, I hope you’ll agree, turned out just fine.  It’s cool to know that, if the inspiration strikes, I can sketch something out at work and quickly get it into the strip without ever needing to touch a scanner, or even be at home.  Man, I love my phone ;)

Speaking of which (sort of), I’ve decided that I probably won’t invest in an iPad, at least not the first generation.  It’s not that I don’t want one.  I absolutely do.  But my wife and I got a nice tax refund this year, which means we’ll be able to tackle some home improvement projects that we thought were out of reach this year.  I’ll be contributing any extra cash I have to that.  In the longer term, I’m seriously considering an investment in a Wacom Cintiq to replace my Wacom Graphics Tablet.  I love the tablet, but there are some drawbacks.  While I’ve gotten very good at looking at the screen while I draw on the tablet, not being able to “turn the page” so to speak, makes drawing sometimes very difficult.  If I do decide to make the investment, it won’t be for at least another year.  I also haven’t decided whether I’ll go for the 12″ or the 21″.  But, hey, it’s always nice to dream, right?