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I’m a writer of various and sundry material, but mostly I love writing comic books and graphic novels. I’ve written for publishers such as DC Comics, Image, Dark Horse, and IDW Publishing, but my latest work which is my most personal and ambitious is the Persia Blues trilogy of graphic novels, published through NBM. Please visit that sister site for a free preview of the book, reviews, print and digital purchasing options, and much more.

But while you’re here, kick your feet up, take a look around, and be sure to check out my blog for the latest news, previews, and behind-the-scenes fun.

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IDW pitch: IT! The Terror From Beyond Space

Back in early 2010, IDW and MGM Studios had worked out the deal to re-imagine some of the cult classic MGM movies in comics form. They called them Midnight Movies. I’d had a good working relationship with IDW for a few years by then, so I was asked by Editor-in-Chief Chris Ryall to send in a proposal for one or more of the properties.

The science fiction setting of IT! The Terror From Beyond Space (1958) appealed to me, so I worked up the pitch, as seen below. I even included some “visual aids” in my document, to better explain my vision for the book’s look and feel.

it-1958-movie

Chris’s response was short and sweet:

“Yeah, we’re totally doing this. This rocks.”

So, here’s the pitch that got me the gig:

********************

IT! The Terror From Beyond Space

A reimagining by Dara Naraghi

The Challenge

When The Thing From Another World was reimagined by John Carpenter as The Thing, it was done through a darker setting, more realistic special effects, and amped-up levels of horror and gore. But I feel that if we were to take a similar approach with It!, we’d end up with Ridley Scott’s Alien. That may be unfair, but the reality is that Alien is so ingrained in our pop culture psyche that a modern update of its precursor (and inspiration) would ironically be viewed as a rip-off. Also, a similar updating was done when Millennium Comics published an It! Comic in 1992, so there’s no sense in treading those grounds again.

The Solution

My recommendation is to forego the deconstruction/post-modern approach. Instead, I propose we embrace the B-movie sensibilities of the source material, but with a twist: the retro outer shell will be juxtaposed against modern storytelling underpinnings.

  • The look-and-feel will be that of an “idealized” retro 1950s science fiction movie, but the plot will be multi-layered, with the addition of twists, ulterior motives, and modern science.
  • A more gender/ethnically diverse cast will provide the refinement to appeal to modern audiences.

Design Aesthetics

Again, to distance ourselves from unfair comparisons to Alien, we will forego the dark tone, grungy set pieces, and horror vibe. Instead, the focus will be on action, adventure, and above all, suspense. This is the world of sleek, stainless steel rocket ships and spirited explorers, not corporate oligarchies and blue-collar space miners.

  • Spaceship/Technology – sleek and sexy retro multi-finned rocket ships and ray guns abound.
  • Costumes – again, retro-sexy. Women’s 2-piece uniforms will feature mini-skirts and go-go boots. Guys will sport jack boots and holsters, ready for action. Classic “fishbowl” helmets will be used.
  • Creature – since we have an unlimited special effects budge, we will design a truly unique, non-humanoid monster (without resorting to either rubber-suit camp or H.R. Giger psychosis).
  • Covers – done in the style of 50s science fiction movie posters, but with amped-up sex appeal.
  • Text – each issue will open with a narrative caption incorporating the hyperbole of period movie trailer announcements. But the character dialogue will be modern and conversational.

Plot Summary

First, we will simplify and diversify by reducing the cast from 10 characters to 7 (discarding Maj. John Purdue and the Finelli brothers). Col. Edward Carruthers and Lt. James Calder will be African American, while Dr. Mary Royce will be of Japanese descent (Eric Royce is her husband).

The plot will follow that of the movie fairly closely, but with the addition of several layers of complexity. Instead of sneaking onto the rocket ship through an open hatch, the creature (in a much smaller, dormant form) is smuggled in by Lt. James Calder. He is carrying out orders from a secret branch of the Pentagon to retrieve any evidence of extraterrestrial life from Mars. (A similar “sleeper” agent with the same mission was on Carruthers’ Challenge 141 ship.) In turn, Ann Anderson is a special agent for the US Space Command, Division of Interplanetary Exploration, and tasked with observing Calder. Her role will be expanded greatly, taking over as our main protagonist after Van Heusen is injured early on.

Using a key element from the original movie – that the creature extracted every ounce of liquid from the bodies of those it killed – we’ll establish that this is the source of its power. Adapted to the dry atmosphere of Mars, it begins to grow unnaturally once exposed to the humidity in the ship’s air. It continues this exponential growth after killing Keinholz, Eric Royce, and eventually Van Heusen and Calder. Attempts to kill it with weapons and radiation fail, until Ann and Dr. Mary Royce deduce the source of its unnatural resilience. They then devise a plan to use this trait against the creature, by trapping and exposing it to large amounts of water and humidity. Similar to how humans can die by drinking too much water (“hyperhydration”, AKA water intoxication), the creature essentially overdoses on water, ironically “drowning in outer space”. Ann, the doctor, and Carruthers will be the only survivors.

We will explore more fully the romantic triangle hinted at in the movie, involving Ann, Van Heusen, and Carruthers. Another subplot will be an affair between Dr. Mary Royce and Keinholz. Key sequences retained from the movie will be the daring spacewalk, and a trapped Calder holding off the monster with a blowtorch in a cargo bay.

Visual Aids

Below are some comic book covers, both vintage and modern reinterpretations, which visually summarize the look and feel I’m aiming for:

********************

So there you have it. Writing the series was fun, and I always love the collaboration aspect of creating comics. Sadly, the MGM projects weren’t very successful, and halfway through writing the script for the 3rd issue (of a 4-issue mini-series) I was informed that the book was being “condensed” down to a 3-issue series. So yeah, I had to fit two issues worth of plot and story into just one. Sometimes those are the breaks. On the plus side, I got to work with legendary comic book editor Bob Schreck on this project, which was a blast.

Here’s some artwork from the finished project…

The covers for the series, which were provided by Steve Mannion, totally captured the look I was going for. Mannion has a great retro “good girl” style:

MGM_IT01_coverMGM_IT2_cover MGM_IT3_cover

Interior art was by Mark Dos Santos. (Aside: at one point, Paul Gulacy was going to draw it, but that didn’t come to fruition.) Here are some of Mark’s character and set designs:

COLORGUIDE-ANN COLORGUIDE-CARUTHERS IT-CREATURE 2.0

IT-CREATURE COMMON ROOM

And some interior pages:

IT_2_1

IT_FINAL_ISSUE 2_PAGE001

IT_ISSUE1_FINAL_007

IT_ISSUE1_FINAL_006

mgm32

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