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Interview: Brian Reed
By Robert Murray
Published: 2006-03-05
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Robert Murray: For all of our readers, tell us a little bit
about yourself and how you broke into writing comic books.
Brian Reed: Well, I’ve been working in the video game
industry for about ten years now (started out as a tester at Blizzard
in the WarCraft II era), and I was lucky enough to land on the
Ultimate Spider-Man project about three years back. My work as
USM’s lead game designer led indirectly to my working in comics.
RM: Who are your biggest influences?
BR: I think it’s a law that you have to say Alan Moore
taught you a lot, but it’s true. Watchmen still teaches
me new things about how to unfold a complicated plot, every single
time I read it. I also learned a lot about characters from Garth
Ennis’s Preacher. There wasn’t a single character
in that series that wasn’t well defined and well integrated into
the story. And Jeff Smith’s Bone (which I think everyone
should read, by the way — buy a copy and share it with your
kids, or your younger siblings) has taught me a lot about writing big
epic stories with a large cast of characters.
RM: What comic books are you reading right now?
BR: I am reading more than is healthy for my bank account, I
can tell you that much. Some of the stuff I’m really enjoying
—
Fell by Warren Ellis, Scott Pilgrim by Bryan Lee
O’Malley, DMZ
by Brian Wood, Y The Last Man, by Brian K. Vaughn. I read the
collected Black Hole by Charles Burns last fall and it absolutely blew
me away. Oni Press has a book out by Ted Naifeh called Polly and the
Pirates, which is just a lot of fun. Peter David’s new
X-Factor
is also quite good. Even as Bendis and Bagley are closing in on issue
100, Ultimate Spider-Man is still doing it for me. And I just realized
how random and eclectic that list is. From my Grandmother to my
five-year-old son, I believe there is something for absolutely
everyone in comics. So, go out there! Buy some things! Read them. Give
them to your friends and get more people into this great art form.
Watchmen still teaches
me new things about how to unfold a complicated plot, every single
time I read it.
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RM: I’m loving Spider-Woman: Origin so far.
How did you come upon the series? Did you pitch or were you
approached?
BR: First of all, thanks for the kind words. Second, the
series was offered to me as something to do with Brian Bendis. We had
worked together on the USM game and I had managed to sell a
story to Marvel for Spider-Man Unlimited. Tom Brevoort talked
to Bendis, Bendis talked to me, the next thing I knew, I was
surrounded by Spider-Woman comics.
RM: I really commend you for writing Spider-Woman: Origin
#1 as a moving family drama. Why did you tell a majority of the first
issue from Jessica’s father’s perspective?
BR: Some of that had to do with the Luna art style, and
really wanting to cater to their strengths. But it also goes back to a
scene in Spider-Woman #1, from 1978. There’s a flashback to
Jessica’s childhood and it’s almost all about her mom and
dad. But what really fascinated me about it is that there’s one
panel where Miriam Drew (Jessica’s mom) is freaking out about
Jessica’s well being — then the next panel is Jonathan
(Jessica’s dad) at Miriam’s grave. The woman mysteriously
dies between panels, right after arguing with her husband. That scene
made me think that if we’re going to understand Jessica, we have
to understand what the hell was going on between her parents first.
RM: Enquiring minds want to know! How did you first meet
Brian Michael Bendis and what was it like to work with him on
Spider-Woman: Origin?
BR: We met on the Ultimate Spider-Man game. I was the lead
designer, but I had asked if I could write the story as well. I had a
basic take on the game story (someone is trying to weaponize the Venom
suit) when Activision came to us and said, “let’s hire
Bendis.” He came on, we fleshed out and refined the story concept and
then worked together on the game’s dialog. I was basically there
to make sure the game had everything it needed and he was there to
make sure we sounded like the comic book.
As for Spider-Woman: Origin, it was great. I’d known
Bendis as a friend and co-writer for almost two years at that point,
so it was really just another day on the job by that point. For me, it
was a lot of learning about a character that he held near and dear to
his heart, and learning to type “Page 1” instead of
“Level 1.”
Jonathan Luna has a dream-like,
animated quality to his stuff that does great things for stories like
ours where we have talking cow people, and secret spy organizations
that hire skull-faced hitmen.
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RM: What do you think of the Luna Brothers’ art in
Origin? Did you read any of their other work before this series?
BR: I don’t know if it’s common knowledge or
not, but there was a big desire on everyone’s behalf to have
this book be really special in the art department. Bendis went onto
his message board and asked everyone there “who should I work
with that I never have before?” And there were hundreds of
suggestions. But when “The Luna Brothers” popped up,
Bendis screamed, “That’s it!” We all knew they were
going to bring the look to the table that would get absolutely
everyone talking.
I love the Lunas. They’re completely different than anything
else on the stands and — this is the important part —
it’s a good kind of different. Jonathan Luna has a dream-like,
animated quality to his stuff that does great things for stories like
ours where we have talking cow people, and secret spy organizations
that hire skull-faced hitmen.
Before I wrote word one of Origin, I sat down and read The
Lunas’ Ultra. I read it through once just as a casual read,
enjoying the story and just looking at it like anyone else would. Then
I read it again, paying attention to how the shots were framed, how
the characters moved, how the scenes were lit. I really wanted to tell
a story that would fall right into Jonathan’s strengths.
RM: What comic work of yours are you most satisfied with
so far?
BR: I’m my own worst critic. I always see a thousand
things I wish had been better, but I’ll be totally honest and
say that I am really, really happy with Ms. Marvel #1. And
that’s not me shilling the book either (shilling looks like
this: MS. MARVEL #1 is on sale March 1st! Buy a dozen copies!).
This is my first true solo flight in comics (Spider-Woman:
Origin was a co-writing deal, and the Spider-Man Unlimited
story was only eleven pages). And the fact that it’s in the
Marvel Universe, my favorite superhero universe since forever —
well, it’s pretty great. But, truth be told, it was also really
scary. I was the only writer to blame if things go wrong. I was
bringing back a character whose last series ended over twenty years
ago. I mean, there’s any one of a billion ways this project
could have crashed and burned, right?
But I just approved the finished pages of #1 last week, and
I’m so excited with how well it all came out. Roberto De La
Torre is an incredible penciler. I think he’s going to get a lot
of fans as this series goes along. He’s Marvel’s new
“It”
guy as soon as this book hits the stands. The colors and inks look
great. The whole package just really came together and is a lot of
fun.
Truth be told, writing Ms. Marvel was also really
scary. I was the only writer to blame if things go wrong.
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RM: In your experience, what is the best comic story you
have ever read?
BR: Watchmen kicks my ass every single time I read
it. And I’ve been reading it at least once a year for the last,
what, fifteen years? And still, I find new things in it like details
in the art, or the plot that have always been there, but stand out
more on the most recent reading. It’s one of the best bits of
fiction I’ve ever read, period.
In a single-issue, I adore the Transmetropolitan issue where
Spider Jerusalem is writing about the woman who just woke up after
having her body preserved in the 20th century. It’s a wonderful
pause in the middle of that series where the reader is reminded that
they’ve become desensitized to Spider’s world. We’ve
gotten used to the disgusting and twisted people we’re reading
about, and we’re allowed to see it all as new again through this
woman’s eyes. That’s a tough trick to pull off.
RM: After your work with Bendis, are there any creators
that you are dying to work with?
BR: Steven Spielberg and I need to talk more often.
It’s been too long.
RM: How does your experience with video game programming
help you with your comic book writing duties, or does it hinder you?
BR: Well, first off, I need to set the record straight
— I’m not a programmer, I’m a designer. And I
somehow managed to work my way through a decade in this industry
without ever picking up any real technical knowledge, which is not
something I’m proud of, so much as it is a fact. I work with
people who know their C++ from a hole in the ground, but I am not one
of those people.
That being said, comic books (and just about any other
entertainment medium) are a lot easier to write for than video games.
With a game, you have to write contingency plans — what if the
Player does something they’re not supposed to? What if the
Player fails? You don’t have to deal with any of that in any
other style of storytelling. You can just turn on your imagination and
let it roam free.
RM: Tell us about the Ms. Marvel series and what
we can expect?
BR: Fun. Action. Adventure. That was essentially my pitch
for this book. I don’t want to do a grim story, deconstructing
superheroes and exposing their flaws here. There’s a time and a
place for that, but this is about big, over the top adventure.
In a nutshell, this is about being the best you can be at whatever
it is that you do, which I happen to think is one of life’s most
important lessons.
Short story, long: During the House of M event, all of the
heroes were granted their greatest wishes. One by one, as the heroes
learned the reality of their situation, they had their hopes and
dreams taken away from them. Except for Ms. Marvel. In the HoM,
she was the greatest superhero that ever lived. She was loved by
millions and really was the best of the best. Once HoM ended,
all the other heroes lost their fulfilled wishes. But Ms. Marvel, she
hadn’t really had anything taken away; so much as she had been
shown what she was capable of. Once HoM. was over, Ms. Marvel
is basically left with the question of, “Why am I not being the
person I could be?” So that’s where the series starts off.
Comic books are a lot easier to write for than video games.
With a game, you have to write contingency plans — what if the
Player does something they’re not supposed to? What if the
Player fails?
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RM: I really enjoyed the dialogue in the Ms. Marvel
preview and Spider-Woman: Origin. How do you consciously
develop your characters’ dialogue and keep it fresh and witty?
BR: I love to listen to people talk. The natural flow and
the cadence of the words, everybody has their own patterns and
it’s all really fascinating to me. I honestly don’t
consciously do anything while I’m writing dialog. I just try to
get out of the way and let the characters talk in their own voices. If
I do my job right and just let the characters flow and be themselves,
then I usually just have to clean up punctuation on the second draft.
RM: Being a huge fan of both characters, I have to
ask: What was it like writing a story involving both Spider-Man and
the Hulk (Spider-Man Unlimited #11)?
BR: When I wrote that story, I assumed it would be my only
Marvel work ever, so I was going to play with as many toys as I could
in those eleven pages. Since it was a Spidey book, I already knew my
favorite character was in. And the mystery man at the center of the
story, he’s my favorite Spidey villain, so I couldn’t
resist bringing him to the party. When we were growing up, my brother
loved the Hulk, so I really used Hulk for his entertainment as much as
my own. I’d love to take a run at the Hulk series someday. I
think that could be one heck of a lot of fun.
RM: Any non-Marvel comic book projects you’ve
written that fans might be able to get their hands on or find on the
internet?
BR: There is some creator-owned stuff brewing, but nothing I
can plug just yet. It’s all still too early and nebulous.
RM: You seem to be building a fan base rather quickly.
Are you planning on attending any conventions this season?
BR: I’ll be hanging out at Emerald City with the Luna
Brothers. I’ll probably drop in on Wizard World LA. But I
haven’t got a lot of convention plans yet this year.
RM: Are there any future projects you’re working on
that you could enlighten us about? Anything involved in Civil
War…?
BR: Ms. Marvel #7 starts our Civil War tie-in. It’s
going to be a lot of fun for me to write since how she comes down on
this whole hero registration thing is the polar opposite of how I
would deal with it myself. I get a kick out of writing things like
that, where a character does something I just can’t imagine
myself doing.
RM: Do you have suggestions for apiring comic book
writers? What do you think made Marvel notice you?
BR: My greatest suggestion to any writer of any genre is to
practice your craft. Nobody is going to magically offer you a gig, you
have to go out and find it and fight for it and damn near force them
to give it to you. But if you’ve spent all your time mastering
Halo 2, but haven’t finished a single writing project
you’ve started, then you’ll never make it as a writer.
As for Marvel noticing me? I’d like to think it was my rugged
good looks and winning personality. But it was probably the fact that
I could write “Hulk throws a truck at Spider-Man” in an
entertaining way.
RM: What video games are you currently playing when
you’re not busy writing?
BR: Hah! Play games. That’s funny. Actually, when time
permits, I’ve been squeezing in a few minutes with my Xbox 360
and Call of Duty 2, Dead or Alive 4 or Geometry
Wars.
RM: In regards to your website, when you hunt Man for sport,
do you typically use a gun, a bow, or your bare hands?
BR: For those that don’t know, my website has a bio up
that reads: “Brian Reed writes for video games (ULTIMATE SPIDER-MAN),
comic books (SPIDER-WOMAN: ORIGIN, MS. MARVEL) and has been known to
hunt Man for sport. This is his pseudo blogish thing.”
This is a filthy lie on my behalf. I gave up hunting humans years
ago when I realized I was never going to eat all that meat I had in
the freezer.
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