Under the title “Common Side Effects“, a fresh and exciting new animated series is set to premiere this weekend on Adult Swim. ComicBook was granted an exclusive interview with the creative minds behind this groundbreaking project. With the start of a brand-new year, Adult Swim is eagerly preparing a lineup of original animated shows, and “Common Side Effects” appears to be one of the most intriguing new ventures so far.
The series follows Marshall Cuso, a character who discovers a miraculous mushroom that seemingly cures any life-threatening injury or illness when consumed. However, as with any powerful drug, its potential consequences could either usher in salvation for humanity or plunge the world into turmoil.
Moving forward, the intricate plot of “Common Side Effects” reveals a complex web of secrets involving numerous characters and narratives that simultaneously unfold. In anticipation of its premiere on February 2nd, ComicBook had an exclusive interview with creators Joe Bennett and Steve Hely to discuss their upcoming Adult Swim series. Topics covered included managing conspiracies amidst current global issues, the viral scene featuring Copano and Harrington, aspirations for Season 2, and more.
Delve into the following interview with Joe Bennett and Steve Hely (briefly condensed and polished for better understanding).
This way, you can enjoy a concise yet clear conversation between Joe Bennett and Steve Hely.
“NICK VALDEZ, COMICBOOK: To address the question that’s been lingering since I watched Common Side Effects, which I’m sure you’ve answered numerous times already – “Geggory”. It’s such an unusual name. Did a real person named Geggory inspire it? Or was it just a random pick from a list of names you stumbled upon?”
STEVE Hely: Nearly every day, Joe and I visit the local coffee shop, and it’s amusing to note that Joe often mimics the barista who calls out orders by adopting his voice. We both enjoy doing this in a loud, playful manner.
JOE BENNETT: Baristas are trained to maintain a specific politeness, such as ensuring their voices carry well in busy coffee shops without sounding too loud. This is like a quiet yet clear approach, for example: “Flat white for Geggory. Geggory.” I must have pestered Steve about this particular style.
Nearly every day, we take some time to ponder over the subject of auditing, which is something many people might do as well.
As an observer, I found it quite intriguing to listen to Mike Judge lend his voice to Geggory in addition to numerous other voices he provided. This leads me to wonder about the collaboration between you two on “Common Side Effects”. Can you share some insights into how this partnership came about? At what stage did Mike Judge and Greg Daniels join the project?
Mike Judge and Greg Daniels founded an animation studio, and I, having worked with Greg before on The Office, and knowing Mike Judge, was brought together with Steve. On our first day, we discovered shared interests in themes and sensibilities, particularly regarding healthcare, mushrooms, and thought experiments. One such experiment involved considering the consequences of a medicine that could cure anything. Who would try to hinder its distribution? This concept served as a foundation for developing our show.
In regards to creating a comprehensive pharmaceutical-political thriller with a comedic twist, what were some factors considered during its development? Did you delve into real-life conspiracy theories while constructing your unique narrative? Was it essential to incorporate humor because of the more exaggerated cartoonish aspects? How did you strike a balance between these elements?
Hely: We conducted extensive investigations, reaching out to individuals with diverse viewpoints. We spoke to a former DEA agent, some folks in the pharmaceutical industry, and mycologists, among others. Our aim was to gain insights from their unique perspectives on the topic. Much of the humor emerged from unusual anecdotes these people shared or peculiar observations they made. Additionally, we drew upon our imagination and knowledge acquired through research, conversations, and studying human behavior to create a complex and intricate world.
Regarding the DEA duo, Copano and Harrington, their “Jump In The Line” scene gained significant attention even beyond the animation world. It’s intriguing to witness such understated moments in animated productions, as they are typically associated with live-action performances. Could you share some insights into the process of creating that sequence and shaping the personalities of Copano and Harrington?
It seems that Joe is exploring methods to convey extensive details about characters and their connections without relying on dialogues or other elements.
BENNETT: To be honest, that specific scene has an amusing background. It was actually a small segment that Steve and I created to help sell the show. Since we didn’t have actors yet, we needed to demonstrate the dynamic between these characters visually. So, we choreographed them dancing to Harry Belafonte in a sequence as a sort of demonstration or “proof of concept”. From there, we proceeded to create the entire series based on that idea.
Initially, we had Martha Kelly (Agent Harrington) and Joseph Lee Anderson (Agent Copano) lend their voices to the characters, enriching them further down the line. However, our initial selection was somewhat restricted due to budget constraints, which was a major factor in the project’s development.
I appreciate the addition of subtle details that made each character stand out distinctly, as there are numerous characters and storylines in the series. Crafting a villain for such a complex conspiracy can be challenging. While DEA agents might typically be portrayed as antagonists in similar thrillers, it’s essential to find the right balance when developing certain characters, deciding just how far to push their characteristics without overstepping boundaries.
BENNETT: Right from the start, Steve and I aimed to create complex characters. We didn’t want to stereotype them as typical villains or heroes, but rather show individuals who may make poor choices due to their circumstances or unenviable jobs. This approach, I believe, results in a more authentic portrayal of people and relationships that feels more engaging and real.
We always make an effort to understand every character’s unique perspective. For instance, a CEO of a large pharmaceutical company might argue that while they are generating profits, those earnings go towards developing new life-saving products. To some critics who may resent high prices, their money is essentially being channeled into the creation of innovative medications, which generally receives less criticism. Similarly, a DEA agent might think of themselves as a dedicated defender of the nation, tirelessly fighting against the ruthless individuals selling harmful substances like fentanyl that are causing thousands of American deaths each year. They see their role as a critical one in safeguarding the country.
Regardless of whether your political views match theirs or not, you can always empathize with characters by seeing things from their point of view. Once you do that, everyone becomes more intriguing. Stories become more captivating, and it seems to better reflect how people actually are. No one is wandering around thinking “I am the villain.
In this story, great care is taken to maintain a realistic and down-to-earth setting, but at the same time, you’re offered an opportunity to delve into a fantastical world through the mushroom scenes. Just how surreal were we permitted to make these mushroom sequences? And when it comes to showing what people experience when they consume these mushrooms, how much of this was revealed to us?
BENNETT: We were given the freedom to explore trippy concepts. Our goal was to create motifs and settings that fit within this universe, but without slipping into overused, stereotypical psychedelic animation tropes. Instead, we aimed for something more authentic or distinctively unique. I believe the appeal of this project lies in its balance: it has grounded moments set in reality which provide a striking contrast to the immersive portal sequences.
We discussed deciphering the hidden guidelines of the realm linked by the portal, focusing on its essence, communication methods among characters, and broader implications. I find it intriguing to leave a certain level of mystery for viewers to uncover at their own pace.
By the way, I’d like to ask one last question: Given that “Common Side Effects” is about to be released, is there any enthusiasm for possibly creating a sequel or additional seasons in the future?
Absolutely! We’ve proposed a second season and have already started working on it. Our goal is to continue sharing these stories for as long as possible. We’re reaching out to you today to help spread the word and ensure viewers tune in to our show…And if all goes well, I truly hope we can keep producing it for a long time.
Couldn’t resist adding this question as well. How are you feeling now that the complete series is finally set to be released? You’ve already had sneak peeks at the first episode during [Annecy International Animation Film Festival] and [San Diego Comic-Con 2024] weekend, but how does it feel knowing it’s actually coming out in its entirety now?
BENNETT: Oh, very excited. Very excited. Yeah.
It’s delightful to observe. People’s responses are always intriguing and a mix of ordinary and unusual. It’s thrilling, entertaining, and somewhat terrifying.
BENNETT: Very validating.
HELY: Yeah. When people see exactly what we’re trying to do, it’s cool too.
Common Side Effects premieres on Adult Swim on Sunday, February 2nd at 11:30PM ET
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2025-01-30 08:12