Comic Con!

10 Jul

Well, I guess since the news is up on the official Comic Con 2010 website it’s okay for me to tell everyone I’ll be in San Diego in a couple of weeks to talk about the game and… wait for it… Disney Epic Mickey comic book action!

I’ve been working with Peter David… okay… let me repeat that… I’ve been working with Peter David! (Have I said recently what a lucky guy I am? Oh, yes, I am.) So I’ve been working with Peter David and some really talented artists on comic stories for a while and can’t wait to talk about it.

If you’re planning on attending San Diego Comic Con be sure to stop by our panel on Saturday, July 24, from 4:30-5:30, Room 9. Here’s the description from the Comic Con website:

Disney Epic Mickey— Warren Spector (creative director, Junction Point — Disney Interactive Studios) and Peter David (award-winning comics writer and author of upcoming Disney Epic Mickey comics) share their insights about bringing the world and characters of the Disney Epic Mickey video game to life in two media — video games and comic books. Warren and Peter explore “Wasteland,” a world of forgotten, retired and rejected creative efforts from the Disney archives, and discuss the joy and challenges associated with writing for Mickey Mouse and his “brother,” Walt Disney’s first cartoon star, Oswald the Lucky Rabbit. The panel includes discussion, gameplay demo featuring never-before-seen areas, concept art, previews of comic pages and Q&A.

There’s been some talk about doing autograph sessions, too, but I don’t have any details. Hey, I can’t imagine the Comic Con crowd wanting my autograph but Peter David? That’s a different story! And we might have some art talent with us, too. Anyway, I’ll post something when I know more.

I’ve never attended Comic Con before as anything but a fan. This is going to be fun!

About these ads

38 Responses to “Comic Con!”

  1. steet July 10, 2010 at 7:34 pm #

    Epic Mickey comic books? Great! That sounds promising. I already guessed it would become a franchise, and it’s not yet even released!

    If you’re going to comic con, check the Boom! Studios booth : they make a lot of Disney comics, including the recent Darkwing Duck comics. (but I guess since you’re going there, you already know this?)

    http://blog.mousekingdom.com/2010/07/04/disney-s-san-diego-comic-con-exclusives-list/

    • wspector July 10, 2010 at 9:38 pm #

      I’m certainly familiar with the Boom books based on Disney stuff. Heck, I’m a comic geek AND a Disney geek – how could I not be? :)

  2. ral365 July 10, 2010 at 8:46 pm #

    Have fun at Comic Con, Mr. Spector! :) I hope you meet a lot of excited Epic Mickey fans, and I look forward to hearing more news about the game.

    • wspector July 10, 2010 at 9:39 pm #

      I’m sure I’ll have fun… But who’s this “Mr. Spector” you speak of? It’s Warren… Just Warren… I have trouble thinking of myself as mature enough to be a Mr. anything. And first names are the Disney way, anyway! :)

      • ral365 July 10, 2010 at 10:09 pm #

        lol. All right, Warren. :) You do have a point about the “Disney way” of first names.
        Well, have a great time, and we can’t wait to see more of Epic Mickey! :)

  3. tylertt July 11, 2010 at 8:30 pm #

    Hi Warren! Great to know your a comic geek. I wish I was going to comic con this year maybe I will get to check out epic mickey at PAX?

    I hate to spam you on your own blog (hum “spam blog” sounds like the world’s worst food)

    I would love to make a paper craft model of Epic Mickey as a comics insert or promotional download. Check out this rat creature I made for Jeff Smith’s Bone Handbook, http://www.papercrafted.com/?p=274 (I also have a Fone bone I can show you but it’s not public yet). It would be awesome to add a little something to one of your projects and a Disney project at the same time.

    Keep up the great work! I’m looking forward to trying Epic Mickey soon.

  4. arxryl July 12, 2010 at 5:56 pm #

    Have a great time at Comic Con! (I wish I could stay here in California that long :D )
    Wow! Epic Mickey Comic Books?! I am so excited to see what’s in them! You wouldn’t happen to know when they’ll be released would you? Or any art from them at all?

  5. playstationinformer July 14, 2010 at 6:18 pm #

    Fantastic ! :)
    I”m really anxious to discover new areas of the game, but especially the comic, cheers Epic Mickey !

  6. SciarroneLab July 15, 2010 at 9:38 pm #

    Dear Mr Warren,
    let me introduce myself, i’m the comicbook artist of the Epic Mickey prequel serie.
    I just want to let you know how honored i am to have the chance to sit next to you (and Peter David of course) at the Comic Con!
    Regards,

    Claudio Sciarrone

  7. adonisus August 3, 2010 at 9:56 pm #

    Hey Warren, have you seen any of the fan trailers on youtube that people have made for Epic Mickey? Some of them are pretty intense, especially in reguards to Oswald.

  8. jazzmanjazzman October 15, 2010 at 2:11 am #

    Hey I just wanted to say, you’re totally awesome for making this game become a reality, and bringing oswald back :)

    Also I really hope i’ll get to see some awesome cameos and references to other underatted movies in Epic mickey, like Pete’s Dragon or seeing Scrooge Mcduck

  9. al3xand3r November 25, 2010 at 12:02 pm #

    I’m seeing very mixed reviews. Please don’t worry about most of them Warren. It’s true there are issues but my belief is they make too big a deal about them, when in the end they’re mere annoyances you can get over. Here are my impressions after a good chunk of the game:

    It started off good. A nice intro that used seemingly in game visuals, although it’s likely pre-rendered to have extra effects and higher quality. The assets seem to be the same as the in game stuff, so the difference isn’t big. It’s similar to the Red Steel 2 CG in that aspect. At first glance it looks in game but is not.

    Then it went bad. Once you get control of the cursor after pressing A at the title screen the thing moves at like 2 frames per second, teleporting left and right as you move the remote. There’s even no reason to have a cursor at that point as there are just two options, Start Game and Extras, yet you can’t just use the analog stick or d-pad.

    I checked the Extras option first but it asked me to pick a save file, and there were none available so I chose to start a game and created a save file, then things got good again.

    It continues to a final part of the intro then goes in game. I was impressed by the visuals. The atmosphere is much better and more vibrant than it seems to be in videos. I thought the game looked lackluster in most of the footage but seeing it in person I was impressed, although I still think they were a bit too succesful in creating a destroyed wasteland, which may turn some people off (not me!). It has none of the happy feelings found in Super Mario Galaxy, but it’s unfair to expect that.

    The areas I explored were very well designed with interesting vertical layouts and I enjoyed checking them out in the stationary pivoting first person view you can enable with the 1 button. It all meshes really well together and there are subtle efffects you do not notice in videos so they look more bland (like those machines you break in the first “boss” have a specular mapping shine to them). The character models also are really well done and have a weird subtle cel shading effect that really fits the mood.

    Control wise, Mickey handled great. Despite just running, double jumping with A, and using a spin move by shaking the remote, he feels very different to Mario but also feels just right after a while. The cursor was also much smoother. Not really smooth as in Metroid Prime 3 or the Wii menu, not even close, but it didn’t hinder the gameplay like it would if it was as in the main menu.

    Then things got a bit bad. The camera is a combination of automatic angles or a standard third person camera depending on the area. If it’s more open it tends to be free, if it’s in more enclosed spaces, or in areas where you want to follow a particular path, it may go to a side or overhead view, or whatever is needed. The preset angles are not as polished as in Nintendo games but they’re servicable. It was also annoying that the fixed angles often disabled the first person view so you couldn’t look at the level and see things visible from that spot.

    The free camera was not very good at all. It sort of stays behind Mickey and if you want to look around you have to use the d-pad to rotate it around Mickey, you can’t just move it with the cursor like in say, Silent Hill, which is dumb. DUMB. So dumb I hope they fix it for the US release since it’s later. It’s like the Crystal Bearers camera basically, although not as bad as you tend to have a larger view of your surroundings. You can instantly re-center it by tapping the C button or hold C to lock on an enemy IGN, though again the lock on is not as polished as in Nintendo games like Zelda. The free camera often had some minor trouble in more closed spaces.

    It was frustrating at first but I got over it after a while. The pace of the game makes it a mere annoyance in my opinion, not a critical flaw as it would be in Super Mario Galaxy. Epic Mickey seems to be a slower paced exploration based platformer. It’s not so much the actual platforming that is hard or tricky, but just exploring the level, seeing a particular area or object ahead and trying to figure out how to get there. It’s kind of like the difference between old school Castlevania and the newer Metroidvanias. You wouldn’t say the latter have tricky platforming despite all the jumping you do in order to explore the castle (Epic Mickey has self contained areas, it’s not all interconnected like a Metroidvania, I’m just talking about the platforming).

    The paint and thinner mechanics felt good but the camera brought some issues to it. Sometimes you’d want to paint something in front of you and Mickey would just splatter the ground (possibly sending you down below if it was some thinnable bridge for example). Other times you’d be at a ledge trying to aim something below and again hit the ground. But again it was more of an annoyance that you learned to work with, jumping and thinning, or moving Mickey more to the edge and so his paint arm is outside the ledge, or using the first person view, etc.

    The painting and thinning effect is really nice to look at as the objects take form or dissolve. At first there are very few points where you can use it as the game teaches you (often even taking control away allowing you to only do what it asks, thinning or painting something to proceed), but it seems it’s expanded as you reach further and further, and it’s quite impressive to run through an area dissolving everything or painting in everything in sight. Although you shouldn’t imagine that you can delete the whole level. If you thin some critical part of geometry out, chances are under it there’s an object that can’t be affected further, or a lethal pool of thinner.

    You may for example thin out an angled roof that you slipped off of if you tried to climb it, and under it may be a more boxy skeleton design that you can walk on easier and reach where you wanted. Other times you may thin stuff out, like a wall or door, and there’s nothing at all in their place, allowing access to other parts of the area, secret rooms, or items. At first it seems random but you learn to recognise which objects are likely to have what result. It makes sense. Although a lot of the level still remains unaffected by paint or thinner. You’ll have noticed in footage that levels look like they’re patched up from different materials. The more colorful stuff are what can be thinned out or filled in. The rest is made of the same stuff that may be under the layer of paint you thin out elsewhere. But you still affect the layout considerably as you try to move about.

    Outside the thinner and paint, interactivity comes with the spinning move as you hit switches, set gears in motion, break objects for the tickets within (they seem to be like rupees in Zelda so don’t try to collect them all), talk to NPCs with A button, jump on pressure plates, etc. I didn’t see advanced stuff but it showed promise in how you’ll navigate later levels to reach the areas you want by exploring the layout, seeing what you can thin and fill, and what machinery you activate, deactivate or trash.

    It was also possible to almost completely bypass whole chunks of areas and just get to the next one. In one area in particular, after helping a Gremlin, I could just get on a boat ride he activated and leave, but I stuck around and there was a LOT to do, hidden areas, a couple of sidequests to get more rides running and reach higher parts of the area, etc. So it paid off to just stick around and explore instead of move forward to the finish, despite the fact as first glance the area seemed VERY simple in design, almost like a box with a few things in. But behind walls and in higher levels you could reach after fixing more rides there was some nice thinner & paint powered platforming to do and items to find (stuff that unlocked things like concept art, not just tickets).

    Also, the more you use paint or thinner you get up to three guardians, either paint or thinner, which can make combat faster as you can send them out to instantly destroy or befriend a minor enemy. So it also paid off to explore the level and use your paint or thinner everywhere you can in that way too.

    Gremlins also seem to help you and take care of tasks for you if you save them. Sometimes they do it automatically when you reach a point, other times they ask you for tickets in return for help with a tricky part which you can refuse and try and figure out how to do yourself.

    Ops, I forgot to mention the 2D sections. They look nice but they’e forgetable and will probably be another minor annoyance later on since I read you can/need to go back and forth between different areas for the story or side quests. I think you can’t skip them when that occurs so just doing the same 2D platforming level a few times back and forth won’t be good. They have one or two film reel items to find inside them which are a bit trickier to get sometimes, but you may do that on your first time and then just rush back and forth just to reach the 3D parts you want to get to for your goals. Although at the part I was in I couldn’t go back at all. After moving to a new area I couldn’t jump in the projector again and go back to the previous using the 2D level.

    Well, this is messier and longer than I planned so I’ll stop, there’s not much else to tell. It went from good to bad to great. It may lack polish in its mechanics but it’s a greater game than the sum of its parts. Much greater. I’m not a Disney nut at all so it has nothing to do with nostalgia. I respect the old school Disney it draws from but I never was into such cartoons, as a kid or otherwise. I’ve never seen the parks it’s modelled after either. But this just feels like a really well made game that does most things right and has a few control annoyances that don’t hinder the core gameplay experience due to the pace and style of gameplay.

    I do think that it may not have great sales potential, mainly due to the aesthetics, and not the control problems which are minor. When people think Mickey they don’t think bleak, dark, Mad Doctor type things these days, do they? When they think Disneyland/world they don’t think sloppy homebrew half broken rides, right? This approach may be off putting to some (eurogamer, lol). But I respect Warren for doing this, it’s PERFECT for the game. And if people say this isn’t the game Spector promised, well, look at Deus Ex. The shooting gameplay in that game wasn’t exactly spectacular since it focused on other things, and it’s those other things that made it a classic. I think Epic Mickey can be a classic too if it continues improving at the rate it did, but won’t be recognised as such because of the few things it doesn’t do so well, and the general anti Wii bias in the mainstream media, mainly because Nintendo doesn’t tend to send them free stuff, trips to exotic locations, spas, etc, or pay them for advertising space.

    I hope we’ll get a sequel that’s more polished and doesn’t give room for people to bash it unfairly as they do so far. Real gamers should demand more of it, not condemn it for a few missteps, as if they want to ensure Disney consider it a failed experiment. I hope they don’t succeed.

  10. one23james December 3, 2010 at 12:48 am #

    Sorry if this comment has little to do with your blog post other than Epic Mickey. But I couldn’t find any other way to contact you. Let me just cut right to the chase, while playing Epic Mickey I got this idea for an awesome game mechanic for the sequel (hoping there’s going to be one).

    Basically it involves being able to play as Oswald. As he joins your party, you will be able to switch between playing as Mickey or the rabbit at any time by the press of a button. Their moves differ drastically. While Mickey is able to manipulate cartoon objects with paint and thinner, Oswald’s moves are more physical attacks that allow him to alter inert objects and terrain. For example he’d have a charging ram attack that makes you burst through walls with cracks in them or a ground pound that can be used on pegs or buttons. Heck, maybe have him take advantage of cartoon squash and stretch and have him flatten himself to go under cracks in doors and whatnot. Even though Mickey’s spin move is more physical than paint related I think he should still keep it. Oswald will also have the move but he will also have the ability to charge it by holding a button. Once it’s charged you shake the Wii Remote and unleash a more powerful spin with a wider range and enough strength to turn cogs too big for Micky to budge.

    Ok, now for the awesome part. I was thinking that this idea could also be extended to a two player co-op mode. The two players first choose who’s Mickey and who’s Oswald. And when the two players press that one button used to switch between the two in one player mode at the same time they both trade control of the two characters. The camera always centers on player one but it pans out a distance if player two walks farther away. If player two goes too far away though the camera stops panning and he’ll walk off screen (which is obviously dangerous). Maybe if he’s off screen to long he’ll just be warped back next to player one. If only one of the players presses the button originally used to switch characters in one player mode player two be be brought back next to where player one is standing too.

    Now that I think about it it’d probably be best if Oswald is playable from the get go so player 2 can join in a new game file right away.

    Ok, that was the main thing I wanted to tell you. But if you’re still interested in my other ideas I have a few suggestions about what you could do differently from the first game.

    One thing that really disappointed me playing through this was the inability to go back to adventure areas after their part of the story was finished. I’d have loved to have been able to choose between having to backtrack in order to find the animatronic friend parts or just buying them afterward. Also there were some moments in the game I’d have liked to play again just for fun (namely the bosses) but wasn’t at the right part of the story yet in order to do so. So I was thinking maybe you could add a special mode where you can go straight to those parts and play them outside of the story whenever you like.

    I also have some suggestions for the controls as well. I’d like changing the controls for using the sketches to be the 1 and 2 buttons, pausing the game being done with +, allowing the players to see the map directly with -, and make the camera adjustment more like Mario Galaxy’s where you switch to eye view by pressing up on the D-pad. I never used the function of the C button, I’d always go into Mickey’s eye view if I wanted to see what was in front of him. Maybe if you don’t like the idea of using sketches with the 1 and 2 buttons (they are pretty low on the Wii Remote I’ll admit) you could have it so the players press a different button while holding C instead.

    One more thing. Could you make it so when you start a new adventure after beating the game all the chests with pins you already got in them are already opened? I don’t like venturing over to a treasure chest and opening it to find something with a check mark on it. I think it’s as annoying as finding a chest in Zelda with Rupees in it but your wallet is full so you can’t take them.

    With those pet peves I (and others probobly) have mentioned aside I realy enjoyed Epic Mickey. You guys over at Junction Point did a fantastic job. And all those other guys from Disney and Pixar who helped give you feed back did well too. Here’s hoping Mickey gets to journey back to Wastland in the future.

    • one23james December 8, 2010 at 12:39 am #

      Hello again. I got another idea for Epic Mickey 2. I was thinking that after you beat the game once you unlock a special check list that you can view while playing the adventure another time. It works kind of like the pin collection list but instead of telling which ones of those you haven’t got yet it does that with other collectibles in the game like the power sparks. The list will have sections in it for all the worlds and icons under them for each power spark (or other item) there you can collect. First, the icon will be dark/faded/gray if the item isn’t availible for grabs yet in the current play through. The icon can also have a check mark on it if you managed to get it during your current run of the game, an “X” on it if you are no longer able to get it during your current run through, and a circle around it if you’ve managed to get it in a previous play though but you haven’t got it yet your current time. I think this feature would be great for completionists.

      And as for another nit pick, I noticed that Mickey doesn’t slide if standing on too steep a slope. There are times when I’m jumping around rooftops and I’d try hopping onto a slanted floor to see if I can actually stand on it. On some places I’d actualy be able to stand, but if that wasn’t the case mickey wouldn’t even touch the place I was trying to jump on, instead he’d just change to a falling pose next to it as he’d be pushed downward along the slanted area until he’d get to a proper foothold. I thought those times looked kind of weird.

      Also, sorry I start posting ideas here like crazy, flooding the place to a point that it becomes annoying.

  11. fabrocks December 22, 2010 at 6:38 pm #

    Noe Valladolid deconstructs Epic Mickey: http://www.1up.com/do/blogEntry?bId=9067010#comments

  12. mrcyberpunk January 25, 2011 at 8:16 am #

    Hey there warren, I heard that a lot of people were just fired from Junction Point Studios, do you have any idea why Disney management are doing this? Further more Disney Interactive has been making some really really bad decsisions lately, canceling Armada of the Damned was a huge mistake and firing such tallented developers who worked so hard to make that product was just insulting, and I feel the same should be said about Epic Mickey as well.

    I would really like to see you go on to make the Junction Point (game) you’ve always wanted to make since the Origin days. For some reason I just don’t see Disney allowing that, given their attitude towards innovation lately, it seems anything too ambitious is something Disney doesn’t want to finance.

    Best of lucky with the future warren, and I look forward to seeing your next game.

  13. Anthony Moss October 17, 2011 at 11:36 pm #

    Hey Warren, I really enjoyed Epic Mickey. (I’m on my third play-through) The level design was great, the Art even better and the story made me feel younger than I should, (I’m 15) It’s by far one of my favorite Wii games and one of my favorite birthday presents I ever received. You guys at Junction Point are really talented, and one day, when I become a concept artist, I’m gonna work there. (Hopefully… a man can dream, can’t he?)

    Anyway, I’m really sorry about all those employees at Junction Point being let go. Also, I wanted to know if Junction Point has any projects that are being worked on right now? Once again, You’re one of my all time favorite developers and one of my role models when it comes to game deign. Thanks for reading.

  14. George Albanis May 14, 2012 at 3:58 am #

    On a side note. Gary Gygax statue has been approved: http://www.facebook.com/gygaxstatue

  15. Marlon MC Moreno June 1, 2012 at 1:18 am #

    Hello Warren Spector

    I am doing a project for Language Arts that explores how video games can tell a story. One of the questions that I set out to answer is “why would video games need a story?”

    While I have my own thoughts, I would like to hear the opinions of a professional.

    Thank you for listening and helping out if you can

    Marlon Moreno

  16. Susan Mackie August 30, 2012 at 4:38 pm #

    I would love to see an Epic Mickey Movie!

  17. traveller February 2, 2014 at 4:02 pm #

    Spot on with this write-up, I honestly think this site needs much more attention.
    I’ll probably be returning to read through more, thanks for the info!

Trackbacks/Pingbacks

  1. Warren Spector will keynote at PAX Prime 2010 | News on Fire - July 19, 2010

    [...] will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  2. Warren Spector will keynote at PAX Prime 2010 | Demencia Digital - July 20, 2010

    [...] licensed characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  3. Warren Spector will keynote at PAX Prime 2010 | New Games | Playstation24 - July 20, 2010

    [...] will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  4. Warren Spector will keynote at PAX Prime 2010 | GameSpasm - July 20, 2010

    [...] licensed characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  5. Warren Spector will keynote at PAX Prime 2010 - Nintendo 3ds AK - July 20, 2010

    [...] licensed characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  6. Warren Spector will keynote at PAX Prime 2010 | Video Games News - July 20, 2010

    [...] licensed characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  7. Warren Spector will keynote at PAX Prime 2010 | Feed The Gamer - July 20, 2010

    [...] licensed characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  8. Warren Spector will keynote at PAX Prime 2010 - July 20, 2010

    [...] licensed characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  9. Warren Spector will keynote at PAX Prime 2010 | Today In Gaming - July 20, 2010

    [...] licensed characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  10. Electric Chaos » Blog Archive » Warren Spector will keynote at PAX Prime 2010 - July 20, 2010

    [...] licensed characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  11. Nintendo news, reviews and more: Warren Spector will keynote at PAX Prime 2010 - July 20, 2010

    [...] will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  12. Warren Spector will keynote at PAX Prime 2010 | Morning Digest - July 20, 2010

    [...] will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  13. Warren Spector will keynote at PAX Prime 2010 | GameWitz - July 20, 2010

    [...] characters into his game in a fun way. Spector will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  14. Warren Spector will keynote at PAX Prime 2010 | GameWitz - July 20, 2010

    [...] will also be at Comic-Con later this week, speaking at a panel with writer Peter David about bringing Mickey and his less famous friends to life in the video game medium. PAX Prime is [...]

  15. VG247 » Blog Archive » EA Maxis to reveal Spore RPG at Comic Con on July 24 - November 28, 2010

    [...] scheduled the Saturday include: Guild Wars 2, Red Faction Armageddon, God of War, Epic Mickey with Warren Spector on hand and [...]

  16. tampax tampon coupons - March 13, 2012

    tampax tampon coupons…

    Comic Con! « Warren Spector’s blog…

  17. ascensor bistrita - May 10, 2012

    ascensor bistrita…

    [...]Comic Con! « Warren Spector’s blog[...]…

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

Follow

Get every new post delivered to your Inbox.

%d bloggers like this: