Welcome to the official Ninja Shizatch webpage

Five samurai.
One quest for awesomeness.
Many dead ninjas.

Ninja Shizatch - the interactive, animated webcomic



Friday, August 22, 2008

Cyberjunk

Welcome to the next level of interactivity for Ninja Shizatch, where you, the readers, get to dynamically exert your influence on the comic.

Welcome to the next level of animation for Ninja Shizatch, featuring a “movie slide-show” format that fits comfortably within your screen – no scrolling required!

Welcome to a sci-fi universe featuring familiar characters in a whole new setting to explore, satirize, and kick ass.

Welcome to Cyberjunk.

Although it is a play on words of cyberpunk, Cyberjunk (CJ) will satirize all aspects of science fiction, including, but not limited to, cyberpunk, hard SF, soft SF, military SF, and post-apoc. Whereas in regular NS I could parody fantasy themes, CJ will allow me to explore the other end of the spectrum that NS would not otherwise afford me.

CJ will update every Monday, whereas regular NS will continue to update on Fridays. Every second week or so, readers will get the opportunity to vote on one of two options; thought these options may generally be of the type that allow you to control choices the main characters make, some may also include things outside of the characters’ control.

Sample 1:

If you want our heroes to try to bluff their way past the guards, vote A.

If you want our heroes to try to sneak in through a window, vote B.

Sample 2:

If you want our heroes to be ambushed by space pirates, vote A.

If you want our heroes to be ambushed by cyborgs, vote B.

Before I get this project off the ground, I’m looking for at least ten readers who will agree to vote. If no one votes, then the purpose of this project is defeated.

So, if you agree to vote, let me know. If you are a DrunkDuck member, you can simply post on the Teaser 3 page saying so. If you are not a DD member, then simply post a response in this thread, saying you’ll vote, and use the name you’ll be using to vote. This will be the “voter registration” page for non-DD members. No anonymous posters, please! You’ll want to keep voting with the same name, because further down the line, I may allow “frequent voter points” to accumulate to “prizes,” such as having your vote count for two votes.

Tuesday, July 01, 2008

Animation & Interactivity

The last two pages of Ninja Shizatch (as of today, so 113 and 112) have had more animation in them than any other pages, as far as I can remember. As a whole, Issue 5 has had more animation and interactivity than any other issue as well.

So my question to you, readers new and old, regular and casual, is, quite simply, what works for you?

To expand upon that question, the first point would be, do you like the fact that there is animation? Interactivity? Are those one of the reasons you read Ninja Shizatch? The heart of the matter is really, what type of animation/interactivity do you want to see more/less of?

Basically, I want to deliver more of what you want, and less (or none of) what you don't. If Easter Eggs don't do it for you, let me know. If you like subtle, background animations that don't take center stage, speak up. Feel free to point out specific pages or frames to help explain what you do/do not like; all input is immensely appreciated, and will serve to help make Ninja Shizatch into something you'll enjoy even more.


What sparked me to ask these questions was a casual stumbling upon a forum in which animation in webcomics was being discussed, and NS was mentioned. It was said that through my experimentations, sometimes the animation doesn't work, and I'd have to agree. One poster mentioned that the pulsing logo had to go - does anyone else agree on this? Honestly, the reason it's there is so that anyone casually stumbling upon the comic will immediately notice the animation - it's a sort of hook. I agree that it is somewhat distracting, but nothing prevents the reader from scrolling down until it is out of sight... But if you guys want it out, it's gone.

Sunday, June 01, 2008

Heroes Unmasked




So Jade was the first in my lineup of Heroes Unmasked. Who should I unmask next? Place your vote on the poll to the right.


EDIT

And the winner is Bronze. Thanks for your votes.

Saturday, May 24, 2008

Mortal Kombat vs DC Universe



DrunkDuck user JustNoPoint brought to my attention the latest Mortal Kombat game in development: Mortal Kombat vs DC Universe.

After doing some research, my overall impression of this new game is: sellout.

The DC Universe? Really? Midway, I know you lost millions of dollars this year, and it's thanks to you that Unreal Tournament 3 didn't turn out to be the smash hit it should have been, but have you sunk so low as to ride off the fame of DC comics to attract attention to your game?

I should say that the gameplay sounds great, with interesting changes to the combat system that keep MK fresh, such as fighting while free-falling in midair, and the graphics will likely be top of the line, given the game is built on Unreal Engine 3. But Superman was never cool, and he never will be cool. And compared to the dark, gritty MK characters, his bright blue spandex and flaming red cape stand out like Barney the Dinosaur in Jurassic Park.

The heart and soul of MK has always been the bloody violence; namely, the fatalities. But with this new cast of do-gooders, do you think we're still going to see spines ripped out of backs? Flesh flayed from bone? Can you see Superman decapitate Kano and defecate down his neck? Of course not. It's all going to be watered down.

Here's the kicker: the game won't be rated Mature.

Sellouts.

Monday, April 21, 2008

Mortal Kombat – 1995 Movie

When I first saw the Mortal Kombat movie, thirteen years ago, before I was even ten years old, I think I enjoyed it. Mortal Kombat was cool, so a Mortal Kombat movie must be cool too, right?

Well, I watched the movie again yesterday. And to summarize, in one word, my thoughts on what should happen to whoever was responsible for this film:

Fatality.

Watching that abomination was an awkward experience in shame and embarrassment, as the horridly portrayed and miserably acted characters stumbled from one disjointed scene to another, with the occasional tidbit of uncomfortably unfunny humor thrown in like bacon bits sprinkled atop a chocolate cake.

I wanted the movie to be great, or even decent. I wanted to be able to at least say, “Well, it may not appeal to the average movie-goer, but at least it appeals to us MK fans.” I half expected someone to walk on stage halfway through the movie, directly face the camera, and say, “Just kidding. Well show you the *real* movie now.”

The plot was solid – well, solid enough for an action flick. Warriors are chosen to fight in the Mortal Kombat tournament in order to save the world from complete destruction, because of some silly rules set by gods or demigods or what-have-you. Fine. In fact, keeping the plot as simple as the games was probably the smartest thing the producers did – too often do movies based on a game lose the essence of what made it great by throwing in some indulgent plot.

Other than the serviceable plot, this movie’s only redeeming quality was the Mortal Kombat theme song, played in full at the credits, like some form of reward for having endured the horrendous movie. I try to ignore the fact that they played terribly cut versions of the song during two fights scenes.

With a minimal plot, the focus of the movie was on the abysmal characterization. Here’s a rundown on the characters:

Johnny Cage. They actually managed to find an actor that seems to be as much of a loser as the character. And then they one-upped the loser aspect by making him wear some office shirt with rolled up sleeves. This was actually the best-acted character. Which is surprising, given that Johnny Cage is an action movie actor: he’s the one character I expected to act over-the-top while constantly showing off his bad acting talent. Brownie points for throwing in his shadow kick.

Goro: The four-armed beast was portrayed decently, though far more verbose than I imagined. His lower arms seemed to be a bit too low, giving the impression of a giant insect.

Kano: More like lame-o. Even if you ignore his striped parachute pants and complete lack of any decent fighting skills, the movie reduced this criminal mastermind to a boorish brute that seemed unable to handle anything more difficult than bouncer work at an unpopular club. He uses his trademark knife to threaten Sonya, before getting his ass handed to him. What happened to his summersaults and laser-eye? I guess they decided to replace it with a lot of “suck.”

Kitana: The only similarities between the movie character and the game character are that she is the step daughter of the emperor, Shao Kahn, and that she fights. No war fans, no mask, no blue outfit. Her only purpose in the movie is to give some unnecessarily cryptic hint to Liu Kang on how to defeat Sub-Zero: “Use the element that gives life.” Why not simply say, “throw water at him while he’s casting his freeze shit”? Useless character.

Liu Kang: Yeah yeah, everyone loves Liu Kang. Well I don’t. He’s a staple of Mortal Kombat, and I would miss him if he was ever written off, but he’s always been vanilla for me; nothing but wallpaper. The movie rendition is just as bland. But at least they got an actor to portray him well enough, and managed to throw in his bicycle kick and a close-impact fireball.

Raiden: Ugh. They took the wise and powerful god of thunder, and turned him into the Jar Jar Binks of the movie. His voice, aside from being poorly acted, had some ridiculous effect applied to it, and he would make the occasional wise-crack which no one found the slightest bit humorous – neither the other characters, nor the audience. He uses his teleport and lightning bolt abilities, but both effects were poorly rendered. Easily the character I hated the most in the movie.

Reptile: This character starts off as a small, Gollum-like bipedal chameleon lizard, rendered in terrible CGI. He later gets thrown into a statue and transforms into a human ninja form for some reason, gets his ass kicked, transforms back, and then dissolves into roaches and worms when he dies. Apparently, things don’t have to make sense in movies.

Scorpion: I’d like to point out that all three ninjas (Reptile, Scorpion, and Sub-Zero) have their arms hidden under black cloth in the movie, as opposed to exposed in the game - undoubtedly to hide the fact that they couldn’t find actors with muscles. His signature harpoon attack was altered to a living snake-like being with a beak that shot from a slit in his palm, and promptly died when it struck a tree instead of Johnny Cage. Ridiculous change, especially given that, based on the movie alone, we have no idea what that snake-thing would have done. Scorpion, being a revenant of sorts, is supposed to have clear, white eyes, with no iris or pupil. For the movie, the actor wore some kind of white contact lenses, which instead made it seem like he had cataracts. He says his trademark “get over here!” but follows it up with “come here!” and “get down here!” Once is enough, kthxbai. We get to see him take off his mask to reveal his flame-spitting skull, which was well-done, compared to the rest of the movie.

Sub-Zero: I suppose they did the best they could with this character, although the events leading up to his death involve him using some freeze ability that seems to take an eternity to charge up, giving Liu Kang plenty of time to think up a plan: throwing a bucket of water towards the ninja, passing through the aura of cold, somehow freezing the water into the shape of a stalactite, which proceeds to impale Sub-Zero through the gut.

Shang Tsung: Possibly the most believable character, though he made incorrect use of the classic “Fatality” phrase. But I forgive him, because Liu Kang made incorrect use of the classic “Flawless Victory.” Shang Tsung did show some shape-shifting abilities in the movie, but never used them in combat, nor any other sorcerer powers other than summoning a bunch of easily-vanquished warriors.

Sonya Blade: After just about everything this character said, I thought to myself, “what a bitch.” It’s as though the producers did everything in their power to make her unlikable. If so, it’s the only thing they succeeded in accomplishing.

Sad. Just sad.

Friday, March 21, 2008

Design A Samurai

As part of the interactive theme of the webcomic, I thought I’d give the readers the opportunity to help me visually design a samurai who will be joining the party in a future issue of Ninja Shizatch.

So how will this work?

On Mondays and Fridays, I will post a comic page wherein you will get to pick a certain aspect of this Ancient Egyptian samurai’s design. For instance, for the first page, you get to choose her hair style, and what she wears around her waist. By clicking the arrows besides the selection, you get to see the different styles available.

To give me your results, post them in the following format:

Hair: L(F)

where L is your favorite of the lot, and (F) is your second favorite.

You may either post your choices as a comment on DrunkDuck, or as a response to this blog entry where no signup is required.

For every page, you will have six days to get your votes in. So for the first page, posted on a Friday, you have until the following Thursday. If it’s a Monday, you have until the following Sunday.

If you would like to make any suggestions for future categories (ie, different tops) or for a category that has just been posted, please feel free to post them – a link to a picture of what you are describing would be most welcome.

Please note that teal is just a placeholder color – anything presently colored teal will be changed to a color of your choosing near the end. The slippers, armbands, and top are also placeholders.

Upcoming categories include: neck, upper arms, lower arms, and legs. I am out of ideas for tops, so if you are not content with the current one, please feel free to make suggestions.



UPDATE (March 24)

Today's choices:

Neck and Upper Arm.

For me to completely understand your choices, please post them as follows:

Neck: A(B)

Upper Arm: A(B)

Where the first letter is your favorite, and the letter in brackets is your second favorite.



UPDATE (March 28)

Design a Samurai - III

The winning hair is the one shown.

But for the waist, there was a tie - so for today's choices, there is a re-vote between the two runner-up waist pieces, in addition to lower arms and legs.

To ensure I completely understand your choices, please post them as follows:

Lower Arm: A(B)
Waist: A
Legs: A(B)

where the first letter is your favorite, and the letter in brackets is your second favorite.





UPDATE (March 31)

Design a Samurai - IV

The winning Neck is shown - well, it's not, because the winning Neck was no neck piece at all.

There was a tie for winning Upper Arm, so here's a revote.

Today's categories are Face and Weapon. Just a reminder, you always have one week to get your votes in, even though a new page is posted.

Post your picks:

Face: A(B)
Upper Arm: A
Weapon: A(B)

where the first letter is your favorite, and the letter in brackets is your second favorite.

If you don't have a DrunkDuck account, you may post your choices as a response to the blog entry on the official Ninja Shizatch webpage, where no signup is required (link below).





UPDATE (April 4)

Design a Samurai - V

The winning lower arm, waist, and legs are shown.

Today's category is Color - the accessory color. The final option is just a silly bonus, not an actual choice.

Upcoming choices will be skin tone, eye makeup, height, and name. If you have suggestions for other categories, please speak up.





UPDATE (April 7)

Design A Samurai - VI

The winning Face, Upper Arm, and Weapon is shown.

Today's category is Name. As you may have guessed, this samurai's name must have something to do with gold. Choices A through P are real words from various languages having to do with gold, whereas the rest are actual names whose meaning has something to do with gold.

As always, you have one week to get in your votes by leaving a message with your favorite and second favorite choice.





UPDATE (April 11)

Design A Samurai - VII

There was a tie for Color, so today is a revote between the two highest voted colors.

If you don't have a DrunkDuck account, you may post your choices as a response to the blog entry on the official Ninja Shizatch webpage, where no signup is required (link below).





UPDATE (April 14)

Design A Samurai - VIII

A re-vote for the name - it's a tie between Nebu (the Ancient Egyptian word for "gold") and Nubia (an Ancient Egyptian name derived from "Nebu").





UPDATE (April 18)

Design A Samurai - IX

The winning color is shown - it was a close one.

Today's category is skin color. "Pallor - African" was the default skin tone shown in all previous pages. The names are simply the names of the colors I picked off a skin tone chart - so if you don't think a particular skin tone looks like its namesake, I wash my hands from it.

I can only think of two categories left: height, and eye makeup. If anyone has suggestions for other categories, please let me know.

Sunday, February 03, 2008

On Linearity

One recurring topic in Ninja Shizatch has been linear, railroading plots. In pop culture, this is generally viewed as a bad thing for tabletop RPGs, in which the Game Master kills off one of the best aspects of the genre by forcing the players to do essentially what he planned for them to do, unwaveringly following his storyline.

But I see it as a negative aspect of video games as well.

Let’s face it: nowadays, most games are all about graphics – few developers actually work hard at producing a novel-quality plotline. If that weren’t enough, some make their games so linear that you’re forced to trudge through their low-quality story, giving you no liberties in making choices that may affect the plot.

I don’t mind linear games – so long as they have a great story. Blizzard Entertainment makes games with great stories – StarCraft is a very linear game, but I didn’t mind at all because I didn’t want to interfere in any way with the riveting plot. Same goes for WarCraft III. WarCraft II had a pretty decent plot – not as good as SC or WC3, but still good. However, it was not as linear as the other two – you could choose a faction (orcs or humans) and depending on that choice, the entire outcome of the game would be affected. Diablo II is also not completely linear, in that you have several optional quests, tied into the plot, which will award you allies, items, or abilities, though the overall plot remains the same.

On the other hand of the spectrum, we have non-linear games. From what I hear about Knights of the Old Republic, this game allows you to make decisions that affect how NPCs interact with you, what side-quests are available, and the whole Jedi/Sith thing has a powerful impact on how you play the game. I’m willing to pardon a poor plot if I get this type of freedom.


Here are my thoughts on the various degrees of linearity in strategy games, shooters, and RPGs.


Linear strategy game: There is only one rigid storyline. Individual “levels” do not take into consideration what you have done in previous levels. “Hero units” that were lost are revived. All your resources are set to preset value. All buildings and units you constructed disappear, to be replaced with presets for the “level.”

Sub-linear strategy game: Depending on which “faction” you pick, the plot will end differently.

Non-linear strategy game: As sub-linear, but “hero units” that died stay dead. Some “levels” retain the buildings, units, and resources of previous levels, if still on the same battlefield and timeframe. Allies and enemies can be made, depending on the completion of optional side-missions.


Linear shooter: Individual “levels” do not take into consideration what you have done in previous levels. At each level, you start off at max health, with preset weapons and ammo. Any item pickups, weapons, or ammo you haven’t used by the end of the previous level is mysteriously lost, or otherwise unavailable. There is only one way to beat each level (generally by killing something).

Sub-linear shooter: “Levels” flow into one another – you retain the items and health you had in previous levels.

Non-linear shooter: As sub-linear, but there are multiple ways to progress through, and defeat, “levels,” which may include finding allies, shortcuts, avoiding fights, etc. Enemies you failed to kill in previous levels may come back to haunt you (a failed side-mission). Prisoners you saved in previous levels (an optional side-mission) may return to help you.


Linear RPG: Regardless of race/class/gender/etc, your character is treated the same by NPCs, and these characteristics have no bearing whatsoever on the plot. Quests must be completed in a sequential manner, all leading to a single possible ending.

Sub-linear RPG: NPCs will mildly acknowledge your race/class/gender (ie, by calling you “sir” or “ma’am,” or referring to you as an “elf” or “mage”). Side-quests are optional and may be completed whenever you wish. You may or may not hire certain “party members” who may give you access to certain side-quests.

Non-linear RPG: As sub-linear, but your character’s actions play an important role in the story. Playing a good or evil character will drastically affect the outcome of the plot. Your race/class/gender will shape the flow of the story – playing an elf may allow you access through an elven forest; playing a mage may allow you to consult with archmages, etc.