Audio Drama Sitcom: Wooden Overcoats

Sitcom: Wooden Overcoats

A British audio drama sitcom with American sensibilities and humor, the first season of “Wooden Overcoats” is packed with laughs and characters who run the line between well-developed characters and somewhat overused character archetypes. All while running with metaphorical scissors, cackling like a maniac. If that doesn’t scream sitcom, nothing will.

The first two episodes don’t give much to the overall tone of the story. Yes, they’re funny, but it’s not until the third episode where you find yourself laughing out loud at some of the humor it pulls. It’s absurd, but for a situational comedy it’s held back from becoming a tired and obvious blend of sitcom tropes one after the other. The season manages to balance itself well between thought-provoking character studies and off-the-wall crazy hijinks the characters have thrust upon them or create for themselves.

The final few episodes serve both the humor and the story, much more than most television sitcoms. The story comes together slightly disconnected, however, with a mystery that is set up rather late and falls flat. Thus giving the listener a sense of “why was this included so late?”

Of course as with any comedy, thinking too hard about the logic makes any humor-based show seem unfunny. Wooden Overcoats manages to walk that line between traditional US sitcoms while still having the British wit Americans love to enjoy.

Highly recommended!

4.5/5 Stars

Tune in next time for Starlight Radio Dreams and the quirky cast of their Public Domain Theater segment.

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Melting Potcast

Interview: Bob Koester, Director of Companions

Interview took place on 01/04/2017. MB=Michael Bergonzi. BK: Bob Koester.

You can check out the review of his audio drama: Companions over at AudioDramaReviews.com shortly after the 200th review celebration on the 29th of January. Check back here to get the link. Also be sure to follow us one Twitter and Facebook. And don’t forget, we have a Patreon.

MB: So, what sparked this story?

BK: The story began with the ending, sort of. I imagined a specific post-apocalyptic scenario basically like the one that Companions ends with, and then decided I wanted to get there by starting from before the apocalyptic event happened.

MB: Interesting. What was the hardest thing about writing this story?

BK: Probably capturing what makes the leads, Harry and Cailyn, fall in love. That’s a pretty big mystery in general, and as I say the original idea was more of a Big Picture Science Fiction thing. I kind of borrowed a trick from Shakespeare by having them already kind of like each other before the story begins, so they just need some incidents to become mutually aware of it.

MB: Yeah, one thing I noticed while listening was that the virus affecting everyone back on Earth sort of took a backseat to the romance. Speaking of that, was the idea of the simulation from the story’s inception or did you think of that later?

BK: Yeah, the love story definitely took over during the course of writing it. As to the simulation, I knew there’d be some sort of long-distance communication from the beginning, with some people far off and isolated in a classic sci-fi way. The simulations came in about halfway through, when I was looking for something that would require the characters to really invest in each other if they wanted to relate.

MB: So you were pretty set on the isolation aspect of the characters and didn’t want Harry and Kay to meet each other in real life. Why make this an audio drama?

BK: Well, it started first as a movie idea (I have a hobby of making short films), then I decided the setting made that too difficult, so I thought of making it a short novel. That’s when I came up with the character of CO, to be the narrator of the novel. But then I decided that the simulation sessions made it all very theatrical. They’re putting on a show for each other, and kind of living their relationship in scenes. It was actually put on as a one-day minimalist stage show. But then I decided as an audio drama I’d have great ability to use background noises and the like to indicate places and events to the audience.

MB: Interesting. I never would’ve pictured a simulation as theatrical. Were the actors in the same room when they recorded or was this all done remotely?

BK: All in one room. For a while it seemed like that wouldn’t be possible, but I’m glad it worked out that way.

MB: Cool. The structure of the narrative is less than traditional. What made you want to tell a story in such a non-linear and unconventional way when so many of the ideas in the story are difficult to grasp? The simulated Harry and Kay vs their real life counterparts and the technical jargon being the two main examples.

BK: Well let’s see. Telling it all as a story from a future point was a way of making that post-apocalyptic future kind of permeate it. It quickly became clear that I wasn’t going to spend a lot of time there, narratively, because the romance became so central, so I wanted a kind of developing sense that the events we were seeing had let to something else later. Even though the audience spends a lot of time not knowing exactly what that future was or exactly what the significance of these future characters could be.

As far as the audience picking up on the simulations vs. real-life people, that is a lot to ask and it was kind of a leap of faith in the audience. I think in a stage play there’d be ways to telegraph some of it, or I could have done the same by having the simulations have some sort of voice effect to differentiate them from the real people, but I decided the potential sense of accomplishment the audience would get from figuring it out themselves could be worth the risk.

In the YouTube version of the story, which has accompanying abstract computer graphics, I put in a hint about who is real and who’s a simulation in each scene, but less than half of people I ask pick up on it, and even they all had figured it out before they noticed the clue.

MB: Well, let me just get on record as being one of those confused listeners. You said this was originally a movie idea. Did you have trouble adapting for a medium without visuals?

BK: Um, I didn’t THINK I had trouble, I guess you’d be a better judge of the result. I did definitely have to make some changes. I drastically altered a scene because the early version had relied on visual cues and just using the way a play stage works. But in my head at least it seemed pretty natural once it changed. If challenging.

I’m sure I lean on a bunch of science fiction stuff that makes sense to me and doesn’t occur to me to explain. And pretty much every version had more and more explanation cut out because it can be kind of dead air if it’s not necessary.

Also some more basic stuff, like Harry telling Cailyn that she “sounds worried” rather than “looks worried”. Which is almost counter-intuitive but I liked the idea that the audience could judge for itself whether he was reading her rightly, rather than having to imagine what expression she had that was worrying him.

MB: I get that. I’m the same way with my own writing, never sure of how little information I’m actually giving the reader until someone actually experiences it. Anyway, thanks for taking the time to chat with me. Are there any social media channels readers/listeners can find you at?

BK: You’re very welcome! I’m @hamletseries on twitter. Companions is on Facebook at facebook.com/playcompanions, and I have a blog at hamletseries.wordpress.com that is currently dominated by Companions-related stuff, including ways to listen to or download it.

HUNT the TRUTH: Season One

Halo is a universe near and dear to many people, including my own. Some will blindly like anything with the “Halo” name attached to it, others will hate it out of principle. HUNT the TRUTH takes the popularity of NPR’s Serial form and uses the fictionalized world of the Halo video games to increase sales of the next game in the series–Halo 5: Guardians.

It seems the writers were so focused on creating a bridge from Halo 4 to Halo 5 that the result feels more like solely a marketing department decision. The only thing unique about this story is that it explains why the Master Chief is being hunted by Spartan Locke and his team. Everything else, even the slightest fan will know to be canon. The whole atrocities of the Spartan II program are nothing new. Yes, in-world, only a select few characters know the truth about the second phase of the Spartan program, but to compose a whole story based on that concept alone is foolish. Add in the fact they undermine themselves near the end with a cheap thrill ride by practically retconning the story they’ve told so far. The ending is basically a lie you’re expected to swallow. While it goes down nice and easy, there’s a strange after taste which makes you question the decisions of the writers.

It’s a shame that the second attempt at a Halo audio drama falls short of its precursor. The Halo 3: ODST story told via collectible audio logs was the first and a true audio drama. NPR’s Serial is a good show, but as many have said it isn’t audio drama. It’s the equivalent of creative non-fiction. HUNT the TRUTH takes some of the same notes as Serial, but ultimately fails as both a marketing ploy and an audible drama in general.

3.5/5 Stars