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LIVE<br />
OCTOBER / NOVEMBER 2017 ISSUE<br />
Games<br />
Trading Cards<br />
Cosplay<br />
Product Catalogue<br />
+ more!<br />
SPECIAL EDITION<br />
WIN tickets!<br />
Interview with Director<br />
Denis Villeneuve<br />
SCI-FI<br />
SPECIAL!
Welcome to <strong>October</strong>’s special edition - special because we have an interview with Denis Villeneuve, the<br />
director of Blade Runner 2049, the much anticipated new sci-fi film which is the follow up to the classic,<br />
Blade Runner featuring Harrison Ford. And thanks to Sony Pictures - we’ve got tickets to give away - so<br />
check out the competition on Page 10.<br />
We’ve also gotten our hands on tickets to the new Jigsaw film thanks to the team at Picture This, after<br />
all it is Halloween and we just love horror here at <strong>Live</strong>!<br />
Speaking of horror we caught up with our special guest photographer, Mike Rollerson who is the king of<br />
horror photography with some brilliant horror themed cosplay, and Cosplay editor Tiffany Dean talks to<br />
us about her latest Wonder Woman project. We also take a long look at Instagram which seems to be<br />
the choice of cosplayers and cosplay photographers to promote themselves and gain a following - but<br />
is it? Take a look.<br />
We’ve also got our Trading Card feature with an interview with a local MTG player and our popular War<br />
Gaming section thanks to Ben!<br />
Finally the team at <strong>Live</strong> would like to thank everyone involved in the magazine, our writers, our readers<br />
and our stores. We do our best to give you a fun magazine for free each month, we’d love you to<br />
share it with friends and help us grow our community and our reach. It’s thanks to you that we have<br />
these brilliant interviews with people like Denis Villeneuve, and the many people our retro editor Paul<br />
Monopoli has caught up with over the years. We’re now getting more readers each issue then many big<br />
name online magazines and we hope to grow our audience and get you even more great content, free<br />
tickets and more!<br />
Have a great month
INSIDE<br />
6<br />
Blade<br />
50<br />
Video<br />
90<br />
Product<br />
134<br />
Cosplay<br />
Runner Special<br />
Games<br />
Catalogue<br />
THE LIVE<br />
TEAM<br />
Publisher: Rob Jenkins<br />
Art Director: Giselle Capobianco<br />
Game Contributors:<br />
VGChartz<br />
Sticky Trigger Entertainment<br />
Retro Editor: Paul Monopoli<br />
Entertainment Editor:<br />
Scott Sowter<br />
Cosplay Editors:<br />
Tiffany Dean<br />
Anny Simms<br />
Wargaming Contributor:<br />
Ben Makepeace
NEW PRODUCTS!<br />
BLADE RUNNER POPS!<br />
BOARD GAMES
HARRY POTTER WANDS<br />
PARTY GAME<br />
ASK STAFF FOR PRODUCT DETAILS / RELEASE DATES!<br />
Get it all at Gametraders! Order in-store.
YOUR MOVIESAY<br />
INTERVIEW WITH DIRECTOR<br />
DENIS<br />
VILLENEUVE<br />
Why is the original Blade Runner a<br />
film that fans, directors and designers<br />
love?<br />
Well I think that the first Blade Runner,<br />
when it came out on the screen,<br />
it sent a shockwave into the world.<br />
It was a collective shock. For some<br />
people it was a positive one, they<br />
were amazed, others were terrified.<br />
I feel that Ridley Scott and Hampton<br />
Fancher had a strong vision of<br />
what could be our future. It striked<br />
everybody.<br />
I think that the dream was so powerful<br />
and so seductive and frightening<br />
at the same time, that you had to<br />
choose your camp. Do you dream<br />
about this world? Do you want to be<br />
part of it? Or are you afraid of it and<br />
trying to avoid it?<br />
People had to choose between two<br />
camps.<br />
I think that we all felt when we saw<br />
the movie, that the filmmakers had<br />
created something that could be<br />
possible. That was fascinating,<br />
from a design point of view, but very<br />
frightening at the same time. And
that we will have to be careful what<br />
we wish for.<br />
And it was the first time that I was<br />
seeing a vision of what could be the<br />
future for real. The movie was aesthetically<br />
an extension of what was<br />
going on in the 80s. And it was the<br />
first time that someone was showing<br />
me the future, and it was fascinating<br />
and quite frightening at the<br />
same time.<br />
Ridley Scott is a specialist of hybridization.<br />
He had successfully<br />
merge science-fiction with horror<br />
with Alien... With Blade Runner he<br />
was blending SciFi and Film Noir.<br />
The film has been influential in<br />
terms of its visuals and aesthetic<br />
sense and ideas it raises. Would<br />
you agree with that?<br />
Yes. From a visual point of view, it’s<br />
a movie that took as its root, and<br />
was deeply influenced by the punk<br />
movement that was a very radical<br />
aesthetic movement at the end<br />
of the 60s and in the 70s. And we<br />
see that radical point of view in the<br />
movie.<br />
I will say it’s like a movie that revisits<br />
the Frankenstein mythology about a<br />
man that will want to play God. And<br />
for me the main idea of the movie<br />
is how angry we are towards God,<br />
towards our creator. How angry we<br />
are towards the fact that we have<br />
to deal with the human condition.<br />
And that anger is something that is<br />
very alive inside us.<br />
Ridley Scott just put his finger on<br />
it. I think that’s why the movie is so<br />
visceral, so powerful. It’s not a very<br />
intellectual movie, it’s a very visceral<br />
movie.<br />
You have a great story about when<br />
you came into contact with Blade<br />
Runner. What was the impact on<br />
you at that time?<br />
I vividly remember seeing the first<br />
images coming out on the fanzine,<br />
of Deckard flying above Los Angeles.<br />
And it was something that was<br />
so far away from anything we had<br />
seen before. This was so different.<br />
I remember seeing the first movie<br />
and being shocked by what I think is<br />
one of the most powerful openings<br />
of any movie in cinema history.<br />
Los Angeles, <strong>November</strong>, 2019.<br />
Then you see that field, that landscape<br />
of oil factories. It was so<br />
nightmarish and powerful at the<br />
same time. A very powerful dream.<br />
Aesthetically it’s a movie that influenced<br />
me. I didn’t know at the time<br />
I would become a filmmaker, but I<br />
know that it has had a deep influence<br />
on my work since then.<br />
Why did you want to direct the continuation?<br />
How did you come about<br />
doing that?<br />
I would have never dared, honestly,<br />
to propose myself for such a task. I<br />
vividly remember the moment when<br />
I was meeting with Andrew Kosove<br />
and Broderick Johnson about Prisoners.<br />
They stopped the meeting,<br />
and they said, “We have to stop because<br />
Ridley Scott will come in. He’s<br />
in the other room right now and we<br />
have to meet with him because we<br />
are planning to do a sequel to Blade<br />
Runner.”<br />
At that precise moment, I thought it<br />
was the most insane and beautiful<br />
idea at the same time. Because it’s<br />
such a challenge. It’s such a difficult
thing to go on with the story, to try<br />
to reproduce what had been a landmark<br />
in film history. It’s not a small<br />
thing.<br />
I remember saying, good luck guys.<br />
But knowing that Ridley was there,<br />
knowing that he was behind the<br />
project, I said to myself, wow, I can’t<br />
wait to see that. I remember being<br />
in their office and peeking in the<br />
boxes to see artwork that Ridley<br />
was doing. Such powerful visions<br />
and images.<br />
So, to answer to your question, it<br />
came out of the blue. One day Andrew<br />
said to me, I need to see you.<br />
I was in New Mexico at the time.<br />
We sat together in a small coffee<br />
shop. He said, this is the screenplay<br />
for the next Blade Runner. I was sincerely<br />
moved.. [LAUGHS] Because<br />
just to have the chance to read that,<br />
I was so moved that he would trust<br />
me to read the screenplay and give<br />
my opinion about it. For me it was<br />
the biggest compliment I’ve ever<br />
received because of that amount<br />
of trust that Alcon had, to put this in<br />
my hands.<br />
Once I read the screenplay, the first<br />
thing that I thought is, Will I be able<br />
to do this? I dreamed a lot before<br />
saying yes. It took a lot of time. One<br />
of the conditions was that I needed<br />
Ridley Scott’s blessing. Meaning<br />
that I needed to sit in front of him,<br />
looking at him in the eyes and saying,<br />
“You agree that I will take part in<br />
this dream with you.” And that was<br />
my only condition. I needed Ridley’s<br />
blessing.<br />
Asking for Ridley Scott’s blessing,<br />
how did that meeting go?<br />
Ridley Scott is one of my heroes,<br />
he’s one of the best directors in film<br />
history. So to meet him was intimidating,<br />
at first.<br />
He told me the genesis of Blade<br />
Runner for him, how he came up<br />
with those ideas. Where it came<br />
form, what was his goal. He said to<br />
me exactly what I needed to hear,<br />
which is that he would give me total<br />
freedom. But if ever I needed him I<br />
could call him any time to ask him<br />
questions about design, about concept<br />
art, about style, about actors<br />
– he was open to any kind of question.<br />
In fact he was there every time I<br />
needed him. At the end he said,<br />
looking at me in the eyes, shaking<br />
my hand, “Listen, it’s very simple. If<br />
you do your homework correctly, it<br />
can be fantastic. If you fuck it up,<br />
it’s going to be a disaster.” So that<br />
was the last thing he said to me.<br />
[LAUGHS] And I said, yeah, that’s<br />
honest. [LAUGHS] That’s exactly<br />
what he had to say.<br />
What about collaborating with Ridley<br />
and Hampton Fancher on the<br />
story. What was important to keep
from the original movie? Was that<br />
discussed?<br />
The thing I felt that was the most<br />
important thing for Ridley, is not<br />
what is shown in the movie. It’s<br />
what he didn’t show that was important<br />
for him. Off-world. The mythology<br />
behind how the replicants<br />
are designed and built, etc. When<br />
you think about it, Blade Runner is<br />
a very intimate story with a lot of<br />
scope.<br />
You have that fantastic world<br />
around you, but you are always on<br />
the human point, at the human level,<br />
and you are always just behind<br />
Rick Deckard. It was one of the<br />
strengths and the genius of Ridley<br />
to approach the movie in this way.<br />
So it means that they found ways to<br />
make us feel how big is this world<br />
without showing it.<br />
I think that is still one of the big<br />
strengths of that film. I think what<br />
Ridley wanted was to keep the mythology<br />
alive by not showing it. I<br />
needed to be very careful where I<br />
will put my camera. The first problem<br />
that I had to deal with was: I’m<br />
going to be in 2049, and what is in<br />
a Blade Runner universe? Because<br />
as we know, the first movie was set<br />
in 2019.<br />
We all know that it was prophetic in<br />
some ways, that there are a lot of<br />
things we saw in the first movie that<br />
are alive today. But, at the same<br />
time, it’s a different world. There was<br />
no Steve Jobs in the Blade Runner<br />
of 2019. So it meant that, for me,<br />
that I had to build an alternative universe.<br />
2049 is the extension of the<br />
original Blade Runner. It’s not an extension<br />
of reality like the first Blade<br />
Runner was. The first Blade Runner<br />
was inspired by the end of the 70s.<br />
I inspired myself from Blade Runner.<br />
That is a choice that made sense<br />
to me, and made sense to Hampton<br />
Fancher as well. He said, “Listen,<br />
stop putting pressure on your shoulders.<br />
The first movie was a dream.<br />
We just dreamt a lot, and you have<br />
to do the same thing. Don’t try to<br />
think about the logic of it, just dream<br />
about it.” That was the best advice I<br />
ever received to make my guideline<br />
to make this movie.<br />
I will say also that I was moved, because<br />
from time to time I received<br />
poems from Hampton that I kept,<br />
as a source of inspiration.<br />
At that point, what were your biggest<br />
hopes or fears as you entered<br />
that mission?<br />
This movie is totally different from<br />
any other project I’ve done in my<br />
life. I was used to creating worlds<br />
that were coming out of myself. I<br />
did an adaptation of a play. But still<br />
I had to create the images. Now<br />
the world was already designed by<br />
someone else, I was taking someone<br />
else’s dream. And that was a<br />
totally different experience.<br />
There’s such a responsibility. I never<br />
felt an artist take responsibility like<br />
that pushing on my shoulders. And<br />
it took me a lot of meditation to find<br />
freedom, to allow myself to do it. To<br />
let it go and just have fun with it. But<br />
it was a journey at the beginning to<br />
find my way. And I’m still grateful to<br />
Ridley for giving me that freedom,<br />
giving me the space to do it.<br />
The movie is the same kind of color<br />
palette but made by another painter.<br />
I don’t know how the world will<br />
react to that.<br />
What is the story of Blade Runner<br />
2049 to you?<br />
For me it’s a story about the dangerous<br />
power of desires over reason.<br />
It’s also an exploration of what<br />
defines a human being. More specifically<br />
about memories. Are we<br />
humans without memories?<br />
Why was Ryan Gosling the best actor<br />
to play K? How did you develop<br />
the creative relationship with him<br />
on set?<br />
One thing that was suggested when<br />
I read the screenplay, was that K<br />
could be played by Ryan Gosling. I<br />
think it was Ridley’s idea. As soon<br />
as I read the screenplay, I said yes,<br />
immediately.<br />
There is nobody else. He’s someone
that can express everything just<br />
by moving an eyebrow, you know?<br />
I needed an actor that had an extreme<br />
intelligence and that sensibility<br />
to go through the story, making<br />
the character not a victim, but<br />
someone that wants to go through<br />
the wall of his own condition.<br />
When did you find out Harrison Ford<br />
was onboard?<br />
Right at the beginning when I read<br />
the screenplay.<br />
Harrison was a part of the project<br />
before I was. In fact he’s one of the<br />
reasons why I am here. Ridley was<br />
not available to direct the film because<br />
he was busy on another project<br />
and they needed a director, and<br />
that’s when I came in.<br />
Harrison was part of the project<br />
from day one. It would not be possible<br />
to make a Blade Runner without<br />
Harrison Ford, of course.<br />
What was it like working with him<br />
and bringing back that iconic character?<br />
For me, it was very special journey<br />
to work with Harrison because he’s<br />
someone that is linked with the<br />
birth of my love of cinema right at<br />
the beginning. I was raised on Star<br />
Wars and Blade Runner and all of<br />
those movies. Harrison in the past<br />
40 years is one of the biggest stars,<br />
someone that was part of all of our<br />
dreams when we were young. To<br />
meet him and to be in contact with<br />
him was really a huge privilege but<br />
also I got to meet one of my childhood<br />
heroes.<br />
He broke the ice very quickly by<br />
being the most warm and charming,<br />
thoughtful, generous, humble<br />
artist I’ve ever met. And working<br />
with him was like going back to<br />
film school. He’s someone that has<br />
so much experience and gives so<br />
much thought to the acting process<br />
in a way that I very rarely encounter.<br />
For me it was a really beautiful<br />
and unique experience working with<br />
Harrison Ford.<br />
Tell us all the wonderful things you<br />
think of Ryan Gosling.<br />
Well, I would have never been able<br />
to do Blade Runner without Ryan.
Ryan was a real creative partner,<br />
and was my muse. He became a<br />
very good friend as we were going<br />
through this experience, because<br />
he brought me so much energy.<br />
As a director I always try to find a<br />
muse on a project. You don’t have<br />
always one, but when you find one,<br />
it’s very powerful.<br />
That’s the dream, to find an actress<br />
or an actor that will become your<br />
main color, the soul that you are<br />
trying to capture with your camera.<br />
And Ryan became that muse very<br />
quickly.<br />
His passion, his relentless effort in<br />
making sure that we will nail it, always<br />
deeply moved me, because I<br />
felt it was important that we try to<br />
make a great movie together.<br />
The chances of failure were huge.<br />
And we both, at the beginning,<br />
agreed that what we were doing<br />
was insane, was deeply exciting,<br />
that it was a privilege. But that we<br />
would do it as a pure artistic gesture.<br />
Because we had no idea how<br />
the world will react to it, and we<br />
agreed that it made sense to both<br />
of us, and we had the same view<br />
about it. Very intimate approach to<br />
this project.<br />
Talk about the female characters<br />
and actresses that played Luv and<br />
Joi.<br />
I’m grateful to the producers for allowing<br />
me to find the cast that I did.<br />
We went everywhere on the planet<br />
to try to find the best cast possible<br />
for the characters. I found in<br />
Europe, in the United States and in<br />
Cuba, actresses that are amongst<br />
the best artists I’ve ever worked<br />
with, and that are new voices that<br />
we will hear more and more from in<br />
the future.<br />
It’s rare as a director to feel you<br />
are witnessing the birth of the star<br />
they’re becoming. They are powerful<br />
women. I’m thinking about Ana<br />
de Armas, who plays Joi. She’s a<br />
Cuban actress that has all the qualities,<br />
the energy, the sensibility and<br />
the skills to play that very difficult<br />
character.<br />
Sylvia Hoeks plays Luv. Honestly<br />
one of the best artists I ever worked<br />
with in my life, and I can’t wait to see<br />
what she is going to do in the future,<br />
because I think she’s going to blow<br />
us all away... big time. She’s an actress<br />
with a lot of profoundness, a<br />
lot of strength and she is not afraid<br />
to go and do wild things.<br />
I had the privilege to work with Mackenzie<br />
Davis as well. When I decided<br />
to make Blade Runner, she was<br />
one of the first ones I approached.<br />
Because for me, Mackenzie is one<br />
of the best actresses coming out of<br />
her generation. She was the most<br />
obvious choice for me and she was<br />
the first that I proposed to the producers,<br />
once we had Ryan and Harrison<br />
of course.<br />
And then there was Carla Juri, an<br />
actress from Switzerland, who has<br />
skills like you rarely see in actors<br />
today. Very impressive. Again, she<br />
had done movies before in Europe,<br />
but I think that Blade Runner will be<br />
a good breakthrough for her.
What about Jared Leto joining the<br />
cast?<br />
When I read the screenplay, Francine<br />
Maisler, the casting director<br />
and I, had an epiphany. Wallace<br />
should be played by David Bowie.<br />
And we said to ourselves, that’s it.<br />
It’s him, it’s going to be a long shot<br />
to get him, but let’s try it. Davie<br />
Bowie is like an icon that could had<br />
inspired Blade Runner.<br />
It made total sense for us to try<br />
to bring him back in this world. As<br />
deeply painful as it was for all of us<br />
in the world to lose such a fantastic<br />
artist, I felt in an intimate way also<br />
that it was like we had a muse, an<br />
ideal. I had to find someone that<br />
would have the same qualities as<br />
David Bowie.<br />
Which is not easy to find, you know.<br />
That kind of striking magnetism,<br />
that madness behind the eyes,<br />
that wish to transform yourself and<br />
to create a character bigger than<br />
life. And then Jared Leto came onboard.<br />
I heard stories that one of<br />
the first things he did when he won<br />
his Academy Award was he went to<br />
Alcon and said, I want to be part of<br />
Blade Runner.”<br />
Jared was very interested to play<br />
that part. To play Neander Wallace<br />
is a very tough part, because it’s a<br />
character that will deal with an insane<br />
amount of dialogues. Very difficult<br />
to say. And I needed an actor<br />
that has a kind of strength to embrace<br />
those speeches and to bring<br />
them to life with poetry.<br />
And what can I say? I chose a rock<br />
star, and he just blew us away. It was<br />
very impressive to see him working.<br />
You chose Dave Bautista for Sapper<br />
Morton and made some movie<br />
magic happen.<br />
Dave was one of the first names<br />
that came up, because he’s such a<br />
charismatic and strong presence.<br />
I needed someone that would be<br />
like a giant, but a gentle giant that<br />
can be also a scary giant. I needed<br />
someone that, when you see him at<br />
first, you have empathy for him.<br />
How does the new film relate to the<br />
original in terms of visual style? The<br />
original had an iconic look. How important<br />
was it for you to tie the two<br />
films together visually?<br />
That was one of the big challenges,<br />
to tie both movies visually, and<br />
at the same time create something<br />
that has its own identity. We all felt<br />
the same pressure and the same<br />
responsibility to honor the first movie,<br />
Ridley’s work, but at the same<br />
time to make our own movie coming<br />
out of this universe.<br />
So the good news is that the<br />
screenplay was allowing me to get<br />
out of Los Angeles. And that gave<br />
me the opportunity to think about<br />
what the world will look alike around<br />
the vicinity of the city. The areas<br />
around California, to dream about<br />
this place and to make sure that<br />
it will be logical from an aesthetic<br />
point of view. But at the same time<br />
it will bring a different look to the<br />
movie.<br />
There was one element that, for me,<br />
was deeply inspiring, and that was<br />
the fact that the climate will have<br />
totally changed between both movies.<br />
First movie was more inspired<br />
by bad days in London where Ridley<br />
is coming from. Me, I’m coming from<br />
Montreal. So, the movie is more inspired<br />
by bad days in Montreal,<br />
where it’s all snow and sludge and<br />
cold. And that necessarily brought<br />
visually a difference in the atmosphere<br />
and in the color palette.<br />
And you bring us to Las Vegas, what<br />
can you say about that?<br />
One of the big challenges of the<br />
movie was to recreate another city.<br />
What would Las Vegas look like in<br />
2049? And for that there was only<br />
one man that could give me the<br />
answer. I went back to the original<br />
creator of Blade Runner, the main<br />
dreamer, the architect of Blade<br />
Runner. I went back to Syd Mead.<br />
I felt that he was the only one who<br />
could bring Las Vegas into the Blade<br />
Runner universe. I met the master<br />
I explained my challenge and<br />
he agreed to help me. He brought<br />
back those insanely beautiful views<br />
of Las Vegas that I’m very proud of.<br />
And that I know that honestly, no<br />
matter what people think about the<br />
movie, I know that Las Vegas, the<br />
Las Vegas we created, is a Blade<br />
Runner Las Vegas. I’m very happy<br />
about that. [LAUGHS]<br />
Let’s talk about the sets. Whose<br />
idea was it to have these practical<br />
sets?<br />
It’s a decision that came early in the<br />
film process, that we would use as<br />
little green screen as possible. That<br />
we would use as many practical<br />
sets as possible, and real vehicles
as much as possible. Basically it<br />
was for my own mental sanity. I hate<br />
green screens. I’m not comfortable<br />
with that color, I’m not comfortable<br />
with what it means to work in a virtual<br />
world.<br />
I need tangible things. I need real<br />
objects, I need real props, I need<br />
real environments, because those<br />
environments will trigger ideas, will<br />
trigger shots, will inspire cinema. At<br />
the end of the day, my movies are<br />
inspired by actors. And those actors<br />
need to be fueled by a world.<br />
My movies are dreamed by actors<br />
first. And for me I need to give them<br />
all they could need to be inspired.<br />
So that’s why it’s the first thing<br />
that I decided with Roger Deakins,<br />
my cinematographer, to construct<br />
everything.<br />
We used very little green screen on<br />
the movie. Of course there will be<br />
CG in extension, because obviously<br />
you were creating a whole world.<br />
But, everything you are seeing in the<br />
movie is, at first glance, at the beginning,<br />
in the foreground, it’s real.<br />
That is a big victory and I’m grateful<br />
that we went in that direction.<br />
How was the work with Roger<br />
Deakins, on set and prior to shooting?<br />
Roger came onboard very early in<br />
the process because I was doing<br />
another movie and I felt I needed<br />
a lot of prep. And I wanted to have<br />
time to dream about the movie, to<br />
design the movie with a very, very<br />
small unit before I starting the official<br />
prep. I spent weeks in a little<br />
hotel room with Roger Deakins and<br />
my storyboard artist Sam, to storyboard<br />
the movie, to design and create<br />
the world that we will be in.<br />
So Roger was part of the birth of<br />
the cinematic language of Blade<br />
Runner 2049 from the start. So I felt<br />
that, at one point, in a great way for<br />
me, it was as much Roger’s movie<br />
as mine. And he cares about the<br />
movie as much as I do.<br />
I said to him, from the start, “For<br />
once, you could go an impressionistic<br />
way, you could let it go. You’re<br />
totally free. You can do whatever<br />
you want.”<br />
So I think that people will be blown<br />
away by what Roger Deakins did in<br />
Blade Runner 2049 because I think<br />
it’s among his best work. And we’re<br />
talking about the best work of one<br />
of the best cinematographers of<br />
all time. So honestly, people won’t<br />
be disappointed. Visually it’s very<br />
strong.<br />
How do you make advertising<br />
evolve in this new movie?<br />
Los Angeles in 2049 will look like<br />
the worst days of Beijing. Multiplied<br />
by ten. So it means that the<br />
atmosphere is so thick that you<br />
can project things and the world is<br />
in 3D. So the ads are not just huge<br />
billboards in 3D dimension, they are<br />
among us.<br />
We tried as we were designing the<br />
movie to do what they did in the first<br />
movie, which is to try to feel what<br />
it’s like in the world, what will happen<br />
in 30 years. And we met scientists,<br />
doctors, architects, computer<br />
designers. People that told us what<br />
they thought could be the future.<br />
And that inspired a lot of the design<br />
of the movie.<br />
Talk about using miniatures in this<br />
movie. Talk about the process, and<br />
where did you use those?<br />
The dream was to do as much as<br />
possible in the practical way. To<br />
use as little CG as possible, that<br />
was my dream. It was a success<br />
sometimes, but sometimes less of<br />
a success. There’s always a link
with reality in every shot. But one<br />
thing that was difficult was finding<br />
out that the architecture I wanted to<br />
shoot doesn’t exist.<br />
To my great happiness, WETA in<br />
New Zealand agreed to build Los<br />
Angeles and to build some elements<br />
that will be seen in the movie<br />
as real miniatures. Those miniatures<br />
were gigantic. It’s very moving<br />
to see them building this world. But<br />
it’s striking, when you shoot real<br />
things, you feel it.<br />
How do you imagine the world in<br />
2049?<br />
A big problem today is that it is very<br />
difficult to dream about the future.<br />
All the sci-fi movies are dystopian.<br />
There is no more utopia, meaning<br />
a beautiful dream. It’s something<br />
that I’m asking myself, I should think<br />
about that, try to find a way just for<br />
myself or for other people to dream<br />
a bit in a positive way about the future.<br />
Because right now it’s like the<br />
future is pretty frightening from a<br />
political view, and from an environmental<br />
climate view.<br />
Let’s say that we didn’t make things<br />
more bright, going from 2019 to<br />
2049. It’s like the world just became<br />
more nightmarish. But there’s<br />
some good news: In 2049 we are<br />
still alive. [LAUGHS] So we are still<br />
there. That’s the only thing I can say.<br />
But I think we need more positive<br />
dreamers right now.
YOUR MOVIESAY<br />
win<br />
A DOUBLE PASS!<br />
Thanks to Sony Pictures and Gametraders, you could win a double<br />
pass to see Blade Runner 2049 - in cinemas 5 <strong>October</strong>.<br />
Watch the trailer here: https://www.youtube.com/watch?v=bJMDvbyNtJ0<br />
and tell us what Ryan Gosling replies to Harrison Ford when he asks<br />
“what do you want?” while pointing the gun at him.<br />
Email your answer along with your name, age and address to<br />
gtlivemagazine@gmail.com.<br />
©2017 CTMG, Alcon and WBEI. All Rights Reserved.
THE<br />
TRUTH<br />
DID YO<br />
GAME & POP CULTURE FU<br />
This month some sci-fi trivia...<br />
One of the highest rated sci-fi movies<br />
on Rotten Tomatoes is E.T The<br />
Extra-Terrestrial released in 1982.<br />
Directed by Steven Spielberg in<br />
made $792 million at the box office!<br />
The club scene in The Matrix was a<br />
real S&M club with real patrons who<br />
were asked to come in costume for<br />
the scene...<br />
According to IMDb the most profitable<br />
science fiction film is Star Wars:<br />
The Force Awakens that grossed<br />
$939M and was the first of the new<br />
films directed by J.J. Abrams.<br />
Avatar comes in at number 2 and<br />
made $760M
U KNOW...<br />
N FACTS & TRIVIA<br />
Every issue I search the globe<br />
for game and pop culture trivia,<br />
I get sent out across the globe,<br />
(first class) to scout the world of<br />
video games to bring you some<br />
fun facts.<br />
Johnny Depp auditioned for the role<br />
of Marty McFly in Back to the<br />
Future.<br />
(Um... no. We gave you a crappy<br />
old laptop and told you to search<br />
the web... Ed.)<br />
Some bloopers in sci-fi include the<br />
classic scene in Star Wars from<br />
1977 where the Storm Trooper<br />
bangs his head on the door frame...<br />
https://youtu.be/dBQaLuqwtl8<br />
Images from Wikipedia.
YOUR MOVIES SAY & TV<br />
To Boldly Go!<br />
BLADE RUNNER<br />
1982<br />
Dir: Ridley Scott<br />
Blade Runner, the neo-noir masterpiece.<br />
Blade Runner is just stunning<br />
from beginning to end. A great,<br />
thought provoking plot, awesome<br />
cast and some of the best visuals<br />
ever on screen. It cements Blade<br />
Runner at the top of my list. The<br />
detective story of Harrison Ford’s<br />
Deckard trying to track down rogue<br />
robots, who only want to know who<br />
they and why they are. It sets up the<br />
villains as truly sympathetic, and it<br />
makes them the most interesting<br />
part about the film. The final moments<br />
of Rutger Hauer’s Roy Batty<br />
is one of my favourite scenes in all<br />
of cinema. His speech about life and<br />
death is just incredible and amazing<br />
testament to the script and to Hauer’s<br />
outstanding performance.<br />
THE FIFTH<br />
ELEMENT<br />
1997<br />
Dir: Luc Besson<br />
The Fifth Element is possibly the<br />
most fun and entertaining film on<br />
this list. Honestly its just so damn<br />
fun to watch! I love it in films where<br />
little explanation is offered and you<br />
just kind of have to roll with the<br />
punches. The Fifth element is one<br />
of those films. It just throws you<br />
head first into the utterly bizarre future<br />
and you have no choice or time<br />
to think about it. Ok, sure, they have<br />
flying cars, and there are weird aliens,<br />
and the church hides an alien<br />
prophecy, and a giant space monster...<br />
thing is coming for us. You<br />
just have to accept this vision, you<br />
have no choice or explanation. It’s<br />
just a joy. I love the show don’t tell<br />
approach. Its one of the few films<br />
you can tell Bruce Willis is actually<br />
having a good time.<br />
THE PLANET OF<br />
THE APES<br />
1968<br />
Dir: Franklin J Schaffner<br />
The Planet of the Apes, a film that<br />
launched a massive sci/fi franchise<br />
that is still going today. The original<br />
film though is just a masterpiece of<br />
science fiction. Astronauts arrive on<br />
a strange planet to find humans enslaved<br />
to a race of intelligent apes.<br />
only to discover at the end of the<br />
film, (spoiler alert...) they have actually<br />
arrived in the future, where<br />
apes have taken over the planet. It<br />
is this twist that shocked the world<br />
and launched this series into the<br />
stratosphere. Before that point in<br />
the film it is just a seemingly run of<br />
the mill since fiction film. Then out<br />
of nowhere BOOM, it is the future. It<br />
adds so much to the overall drama<br />
of the plot and makes it all the more<br />
impactful and thought provoking. of<br />
the plot and makes it all the more<br />
impactful and thought provoking.
Science fiction is a one of a kind genre. It can take us to places that can only exist in our<br />
imaginations. It can show us the future be it bright and optimistic, or dark and frightening.<br />
It is a genre built for the screen. I’m going to take a look at my top five favourite sci/fi films<br />
and my five favourite sci/fi Tv shows.<br />
DISTRICT 9<br />
2009<br />
Dir: Neill Blomkamp<br />
This is one of those films I knew I<br />
was going to like but I didn’t expect<br />
to love it as much as I did. It is just<br />
an incredible film. District 9 tells the<br />
story of a group of alien refugees<br />
that get stranded on earth and seek<br />
asylum in South Africa. We see the<br />
intense persecution these aliens<br />
suffer at the hands of human beings.<br />
They are filed into slum and<br />
basically left to rot. The film has an<br />
interesting take on the whole alien<br />
genre. The aliens are seen as persecuted<br />
and innocent, just wanting<br />
to survive. It is inspired by the true<br />
life horror of District 6 during the<br />
apartheid period in south African<br />
history. It stands as a fascinating<br />
social study using aliens as a metaphor.<br />
CLOSE<br />
ENCOUNTERS<br />
OF THE THIRD<br />
KIND<br />
1997<br />
Dir: Steven Spielberg<br />
Close Encounters still stands as<br />
one of my favourite films of all time.<br />
Spielberg knows who to draw us in.<br />
The story of seemingly regular people<br />
all connected through an experience<br />
they can’t understand, just trying<br />
to work out what is happening.<br />
Its simple and effective. The film<br />
presents us with a very optimistic<br />
view of aliens. Most sci/fi films see<br />
Aliens coming to kill us all. Close<br />
Encounters just shows us two species,<br />
wanting to communicate. It is<br />
an amazing film that is utterly captivating<br />
from beginning to end.
THE EXPANSE<br />
2015-Present<br />
The Expanse, or as I like to call it,<br />
‘Game of Thrones in Space.’ The<br />
Expanse is the best science fiction<br />
show you haven’t watched yet. We<br />
are presented with a dark, political<br />
and intense vision of the future. We<br />
see The Earth and Mars locked in<br />
an intense cold war, with Earth being<br />
a capitalist superpower, and<br />
Mars a military dictatorship. Both<br />
superpowers are ready to strike<br />
each other at any moment, and in<br />
the middle we have the belters. The<br />
poor people who work in asteroid<br />
fields to mine frozen water. It’s a<br />
power keg ready to explode at any<br />
moment... And it sure does. The first<br />
season is half detective story, half<br />
military/spy tale. Both stories come<br />
together with shocking results as a<br />
sinister organisation has unleashed<br />
a terrifying new experimental weapon<br />
on the universe. Its damn good<br />
television.<br />
STAR TREK<br />
1966-Present<br />
Ok, so Star Trek... So I just kind of<br />
mean ALL of Star Trek. The movies<br />
the many different TV versions.<br />
Just all of it. It’s fantastic. Star Trek<br />
presents us with one of the most<br />
optimistic versions of the future.<br />
Somehow we all just get along, well<br />
humans anyway. We as a society<br />
banded together with some of our<br />
space neighbours and are setting<br />
out to explore the universe. There<br />
is something so remarkably fun and<br />
joyous about that. Star Trek never<br />
fails to bring a smile to my face. It is<br />
just a joy to behold. It also gave us<br />
probably the greatest character in<br />
pop culture, Spock. Spock is possibly<br />
the most recognisable character<br />
in all of fiction. People who don’t<br />
know Star Trek know “live long and<br />
prosper”.<br />
FIREFLY<br />
2002<br />
Ahh Firefly... The greatest heartbreak<br />
in television history. This show<br />
is good... DAMN GOOD! It takes us<br />
to a future that feels almost real.<br />
Dirty, hard work, the problems facing<br />
the characters isn’t aliens, or<br />
some greater than the human race<br />
issue, it’s literally, “I need a job”.<br />
Joss Whedon introduces us to the<br />
world of Firefly with great effect.<br />
Space cowboys just trying to make<br />
a living. The cast is brilliant and all<br />
become characters you fall in love<br />
with. Not to mention an amazing<br />
ship that just steals your heart. The<br />
show was unjustly canceled only<br />
one season in. Although we did get<br />
the feature film Serenity to more or<br />
less give us closure, we were all left<br />
wanting more... You can’t take the<br />
sky from us!
BATTLESTAR<br />
GALACTICA<br />
2005-2009<br />
The Battlestar Galactica reboot<br />
could have easily failed, instead it<br />
soared. This show is the pinnacle of<br />
what good science fiction can be.<br />
It deals heavily with the idea of religion,<br />
artificial intelligence, politics,<br />
the military industrial complex, well<br />
the list goes on and on really. The<br />
show starts off swinging and just<br />
gets better and better. An amazing<br />
cast, great special effects and<br />
killer twists, the show just keeps<br />
you on the hook all the way to the<br />
conclusion. Ultimately the show is a<br />
religious parable, and a cautionary<br />
tale. The human beings believe in<br />
many gods while their robot enemies<br />
worship one true god. As a robot<br />
really can only worship its creator.<br />
This religious conflict explodes<br />
onto the TV screen and is simply a<br />
must watch.<br />
STRANGER<br />
THINGS<br />
2016-Present<br />
Stranger Things was a wonderful<br />
surprise. Encapsulating everything<br />
about the 80’s that we loved and<br />
polishing it into one smooth sci/fi<br />
package. The show became an instant<br />
phenomenon. The quality of<br />
the show comes down to the clever<br />
writing of The Duffer Brothers as<br />
well as the performances of one<br />
outstanding cast. The elements<br />
come together in one insanely addictive<br />
TV show. I just needed to<br />
know what was going to happen<br />
next. Coming from the Twilight Zone<br />
school of sci/fi we see a group of<br />
children squaring off against a sinister<br />
government agency while<br />
searching for their missing friend<br />
trapped in a nightmarish alternate<br />
dimension. The big foe of course,<br />
one of the denizens of the nightmare<br />
world, trying to break through<br />
into ours. Great science fiction fun.<br />
WRITTEN BY SCOTT F. SOWTER
YOUR MOVIES SAY & Tv : obituaries<br />
The Saw Is Family<br />
Remembering Tobe Hooper<br />
Yet again sadly we lost another<br />
master of the horror genre. Tobe<br />
Hooper was an astonishing director<br />
who created possibly the most terrifying<br />
film in the genre. With a title<br />
like The Texas Chainsaw Massacre,<br />
how could you go wrong. It evokes<br />
such incredible imagery, matched<br />
only by the sheer ferocity of the film<br />
itself.<br />
Tobe created a true American<br />
nightmare. Texas Chainsaw presents<br />
us with the degradation of<br />
the American dream. The film is<br />
a product of its time and it’s environment.<br />
Vietnam was in full swing.<br />
The summer of love had ended with<br />
the Manson Family and the flower<br />
generation were left shell shocked.<br />
Along comes Tobe Hooper with his<br />
nightmare take on America. A group<br />
of teenagers torn apart and literally<br />
eaten by a family of cannibalistic<br />
serial killers.<br />
He gave us Leatherface a real<br />
nightmare come alive. A serial killer<br />
that literally wears his victims.<br />
He is also seemingly suffering from<br />
some form of mental disability. He is<br />
almost as much a victim of his family<br />
as the teenagers are. The film is<br />
just layered and subtle. It is harsh<br />
and feels icky to watch. The dinner<br />
scene is still one of the most frightening<br />
scenes ever put to film.<br />
He also directed Texas Chainsaw 2<br />
which is a wickedly funny film that<br />
is very under rated. He showed that<br />
he had a sense of humour and was<br />
more than happy to make fun of his<br />
own monsters.<br />
Tobe knew how to create tension<br />
“I don’t believe in using too much graphic<br />
violence, although I’ve done it. It’s better to be<br />
suggestive and to allow the viewer to<br />
fill in the blanks in their minds.”<br />
- TOBE HOOPER<br />
and fill the audience with dread.<br />
Sadly he never really got the credit<br />
he deserved. He directed Poltergeist<br />
which is an incredible film yet<br />
he had his credit seemingly stripped<br />
with rumours that Spielberg had actually<br />
directed the film, and his career<br />
never really seemed to reach<br />
the heights a man of his talent deserved.<br />
His other really notable film<br />
work was the adaptation of Salems<br />
Lot, one of Stephen King’s best<br />
tales. He brought vampires into the<br />
home and made them scary again.<br />
Ultimately Tobe will always be remembered<br />
as the man who created<br />
The Texas Chainsaw Massacre.<br />
Which is a legacy that will live on for<br />
years to come. He manifested our<br />
nightmares.<br />
RIP Tobe Hooper.
The Dead Will<br />
Walk The Earth<br />
Remembering George A. Romero<br />
In July we lost one of the great gentlemen<br />
of horror. George A. Romero<br />
is the man who created the zombie<br />
film. His film Night of the Living<br />
Dead was a game changer in cinema.<br />
It presented us with a bleak vision<br />
of a world torn apart when the<br />
dead return to life to eat the living.<br />
He showed us a horror film where<br />
there were no good guys or bad<br />
guys, simply the living and the dead.<br />
He introduced us to the first African-American<br />
protagonist in a film.<br />
That’s right the hero of this horror<br />
was a black man. This had never<br />
been done before. George never<br />
thought he was making a statement,<br />
yet he did.<br />
George continued his work in the<br />
zombie genre with Dawn of the<br />
Dead, Day of the Dead, Land of the<br />
Dead, Diary of the Dead and Survival<br />
of the Dead. He was known as<br />
the king of the zombies. However<br />
some of his other films are well<br />
worth looking at.<br />
Creepshow is an amazing film,<br />
his partnership with Stephen King<br />
showed the dark sense of humour.<br />
Martin took a unique and incredibly<br />
intelligent look at the vampire genre.<br />
The Crazies set us up with the<br />
viral outbreak sub genre of zombie<br />
films.<br />
“My stories are about humans and how they react,<br />
or fail to react, or react stupidly. I’m pointing<br />
the finger at us, not at the zombies. I try to<br />
respect and sympathise with the<br />
zombies as much as possible.”<br />
- GEORGE A. ROMERO<br />
More than just a director he was always<br />
described as a nice guy. Genuine.<br />
In interviews he was always insightful<br />
and funny. He always made<br />
appearances and worked hard to<br />
be there for his fans. He was a gentleman<br />
of horror. Dawn of the Dead<br />
may stand has his masterpiece. It is<br />
an exceptionally good film. His commentary<br />
on our flippant and consumer<br />
driven society was ahead of<br />
its time. It still stands as a powerful<br />
and thought provoking film.<br />
We have lost a master of horror.<br />
Without him we wouldn’t have<br />
things like The Walking Dead or 28<br />
Days Later or World War Z. He was<br />
a legend of horror and people will<br />
continue to find his work both insightful<br />
and terrifying.<br />
RIP George A. Romero<br />
WRITTEN BY SCOTT F. SOWTER
YOUR RETROSAY<br />
The Gamer<br />
THE CONTINUING STORY<br />
The time for my Brisbane trip was<br />
here and while I was excited to be<br />
travelling interstate and seeing<br />
family, I was mostly excited about<br />
heading to Blade Electronics.<br />
I packed my copy of SNK vs Capcom:<br />
Match of the Millennium, as<br />
well as my clothes, boarded the<br />
plane was met at the airport by my<br />
aunt. While there was a list of things<br />
that my family wanted me to do with<br />
them, they continued to work during<br />
the day, so my time was my own<br />
for the most part. On the first day I<br />
caught a bus to Stones Corner, the<br />
other side of the city to where I was<br />
staying, and found my way to Blade<br />
Electronics.<br />
I remember it being a small shop<br />
front with some imported consoles<br />
scattered around the place. A Virtual<br />
Boy was on display, and I spoke<br />
to the owner about my own Virtual<br />
Boy back home. He was surprised<br />
to learn that I was there for a Neo<br />
Geo Pocket. I mean, I could have<br />
just had him send me one via mail<br />
order, I didn’t have to travel to another<br />
state to get it. This is just a<br />
thing I have, where I put off buying a<br />
console because I want to buy it in<br />
person. I did the same thing with the<br />
PC Engine Duo RX that I purchased<br />
in Japan in 2016. I had plenty of opportunities<br />
to buy one online, but I<br />
wanted to do it in a Japanese video<br />
game store. Anyway, back to the<br />
year 2000...<br />
I purchased my camouflage blue<br />
Neo Geo Pocket and a copy of<br />
Gals’ Fighters. I wanted to buy King<br />
of Fighters R2, but they didn’t have<br />
it in stock. The shop owner assured<br />
me that I would enjoy Gals’ Fighters,<br />
so I thought ‘why not?’ I also<br />
purchased an AC adapter, as it’s<br />
always good to have something to<br />
use incase you run out of batteries.<br />
After I made my purchases I<br />
boarded the bus back, exploring the<br />
console during the long ride home.<br />
I had bought SNK vs Capcom with<br />
me, and plugged that into my new<br />
console first.<br />
I relished being able to use tag team<br />
ups like Terry Bogard and Ken Masters,<br />
or Chun Li and Mai Shiranui. I<br />
also still began the long process of<br />
unlocking characters like Akuma,<br />
Geese Howard, Violent Ken and<br />
Orochi Iori. The control stick on the<br />
console looks a little awkward, but<br />
your thumb sits on it nicely, and the<br />
clicky controls work very well. As a<br />
beat em up the game is very satisfying,<br />
and I still go back to every<br />
now and again. Though I have purchased<br />
other coloured Neo Geo<br />
Pockets and games over the years,<br />
that camouflage blue console is the<br />
one that currently sits in my bedside<br />
table and gets played when I feel<br />
like some handheld fighting.<br />
As for Gals’ Fighters, the store clerk<br />
wasn’t wrong about me enjoying it.<br />
The game play is identical to SNK vs<br />
Capcom, but it’s much faster! The
OF RETRO EDITOR, PAUL MONOPOLI’S GAMING JOURNEY...<br />
diaries:<br />
roster includes female characters<br />
from previous SNK titles, including<br />
Mai, Athena, Nakoruru and more.<br />
Also hidden away is the mysterious<br />
Miss X, who is actually Iori Yagami<br />
from The King of Fighters in drag.<br />
After playing this for a while, it was<br />
hard to play SNK vs Capcom again,<br />
being that it’s so much slower.<br />
In Brisbane I checked out some other<br />
gaming stores and found a copy<br />
of a Japanese World War 2 game<br />
for Super Famicom, and Star Wars<br />
Rogue Squadron for N64. Rogue<br />
Squadron offers an immersive Star<br />
Wars experience like no other at<br />
that time. It’s not a simulator like the<br />
X-Wing and TIE Fighter games, it’s<br />
more arcadey than that, but you still<br />
feel yourself getting sucked right<br />
into the Star Wars universe. The<br />
music and graphics are amazing,<br />
and the controls are very precise.<br />
Upon my return home I hit the internet<br />
hard, looking for more Neo Geo<br />
Pocket accessories and games. I<br />
managed to score a copy of King of<br />
Fighters R2, which uses the same<br />
game engine as the other 2 fighters<br />
I already owned. There are some<br />
hidden characters, and alternative<br />
versions of characters, but that’s<br />
pretty much all there is to it. It’s a<br />
common game, so if you have 2<br />
consoles and a link cable then you<br />
should be able to find 2 copies fairly<br />
easily and cheaply.<br />
2000 - 2001
I discovered one of the few RPGs<br />
for the system, Biomotor Unitron. In<br />
this game you use a robot to fight,<br />
and along the way you upgrade<br />
its parts to increase its stats. The<br />
game looks quite Pokemon-esque,<br />
though at the time I hadn’t experienced<br />
the Pokemon video games<br />
outside of a brief stint with a Gameboy<br />
emulator. My full Pokemon experience<br />
was to come in the following<br />
year, but for now Biomotor<br />
Unitron fulfilled my RPG cravings.<br />
Another game I purchased was<br />
Rockman Battle and Fighters. I purchased<br />
this game online, along with<br />
King of Fighters: Battle de Paradise<br />
from Burn Electronics. Similar name<br />
but different store. I believe they<br />
were both based in Brisbane too,<br />
but both are long since gone so I<br />
can’t check.<br />
Rockman Battle and Fighters is<br />
a port of the 2 Megaman arcade<br />
games that were released in the<br />
arcade on CPS2 hardware. Bright<br />
and colourful games, they were<br />
really only arcade versions of the<br />
Megaman boss battles. I had played<br />
them to death on my CPS2 emulator,<br />
but wanted to have a version<br />
I could take with me. Playing as<br />
Megaman, Bass or Protoman you<br />
fight the boss characters from a<br />
series of Megaman titles which you<br />
choose. It’a a fun game in short<br />
bursts, but not really something<br />
that’s going to take up hours of your<br />
time in one sitting. I would beat the<br />
game, then move on to something<br />
else, picking it up again when the<br />
mood took me.<br />
King of Fighters: Battle de Paradise<br />
is a Mario Party style board game<br />
featuring characters from the long<br />
running beat em up franchise. It<br />
looks like a lot of fun, and it’s nice
and colourful. The problem is that<br />
the game is in Japanese, so it’s unplayable<br />
to someone who doesn’t<br />
understand the language. I still own<br />
the game and would like the opportunity<br />
to play it at some point. It<br />
depends on whether I can learn the<br />
language or not I suppose.<br />
Not long after I returned from Brisbane<br />
James came to visit. I introduced<br />
him to Amy, and I met his girlfriend<br />
as well. We went out to lunch<br />
and caught up, though I can barely<br />
remember what we spoke about. To<br />
date it is the last time we have actually<br />
seen each other, though we<br />
keep in contact on Facebook today.<br />
That Christmas Amy’s parents surprised<br />
me with a copy of Star Wars<br />
Episode 1 Monopoly. I didn’t have<br />
many board games, and this was<br />
an expensive and kind gesture from<br />
my potential in laws. Unfortunately<br />
things were about to fall apart shortly<br />
afterwards. In January 2001 my<br />
life was turned upside down as Amy<br />
decided to end the relationship. Her<br />
reasoning was that I didn’t get along<br />
with her friends, and that she wanted<br />
to focus on her education. That<br />
last reason seemed like a cop out,<br />
but I was confused as I thought I got<br />
along with them. Anyway, that left<br />
me single again, though it wasn’t to<br />
be for long.<br />
I drowned my sorrows in more online<br />
purchases, and game hunting.<br />
I continued to venture out to Cash<br />
Converters stores, and I discovered<br />
a small video game shop on Port<br />
Road. It was closing down when I<br />
got there, but they had a bunch of<br />
games and an Acton Replay Mark 3.<br />
I didn’t own an Action Replay at this<br />
point, and I thought that the Mark 3<br />
would be the best unit to have. I took<br />
it home, plugged it in and it didn’t<br />
work! As the shop had closed there<br />
was no way I could get my money<br />
back. I still own the cartridge, so I<br />
might see if it can be fixed.<br />
Ending the relationship with Amy<br />
#2 was more amicable than Amy<br />
#1. I don’t mind admitting that I was<br />
devastated, but she said she wanted<br />
to remain friends and I took her<br />
at her word. Within 3 months I was<br />
with someone else who I will refer<br />
to as *Evie, though this isn’t her real<br />
name. I was at an emotional low<br />
point when Evie paid me the attention<br />
that I sought. We started seeing<br />
each other and within a week<br />
she had broken up with her current<br />
boyfriend and we were dating. She<br />
lived with her father, and asked me<br />
to move in with them too. It was all<br />
moving very quickly, but I wasn’t in<br />
the drivers seat at this stage and<br />
was allowing myself to be swept up<br />
the mayhem.<br />
Evie didn’t have a job and used to<br />
sleep all day and spend all night on<br />
the internet. Even though I had a<br />
job, it was a lifestyle that I quickly<br />
adapted to and I found myself often<br />
tired. Still, with the personal crisis<br />
ongoing the video game collecting<br />
continued.<br />
Evie had some retro games herself,<br />
some of which had been taken<br />
from her ex boyfriend. Among them<br />
were some Sega Master System titles.<br />
This wasn’t a system I was collecting<br />
for at that time, but I promptly<br />
ordered a Master System 1 on<br />
Ebay, along with Wonderboy 3. Both<br />
arrived and I spent a few weeks<br />
getting through the game, eventually<br />
giving up at the Lion Man stage.<br />
I would return to it later on, but on a<br />
different platform.<br />
2000 - 2001
For the first few weeks we were<br />
together, Evie and I played The Secret<br />
of Mana, a game that we both<br />
owned. I’m not sure why we stopped<br />
playing after such a short time, but<br />
we did. For the 12 1/2 years of our<br />
relationship we never ended getting<br />
that game back out and finishing it.<br />
Evie introduced me to the world of<br />
Pokemon, something that I had dismissed<br />
as childish at the time. We<br />
went to see the 3rd movie in cinemas,<br />
and immediately ordered it<br />
on DVD from the US (as it was already<br />
available there). I also started<br />
importing the anime series on<br />
DVD and catching up on the adventures<br />
of Ash and co. There were<br />
some interesting anime trailers on<br />
the DVDs, including one for a movie<br />
called Ranma 1/2: Big Trouble in<br />
Nekonron, China. The musical track<br />
in the trailer invoked a sense of excitement,<br />
and I was keen to find out<br />
more about this series.<br />
Evie had her copy of Pokemon<br />
Red, so I purchased a copy of Blue<br />
so that we could play together. I<br />
was always a fan of JRPGs and<br />
Pokemon is one of the finest on the<br />
market. While it is often criticised<br />
for its childish cutesiness, there is a<br />
solid game underneath it all. It’s also<br />
quite a mathematical game once<br />
you know the mechanics, though<br />
it would be a while before I learned<br />
the ins and outs of IV and EV training.<br />
On my copy of Pokemon Blue<br />
I was simply trying to ‘catch em<br />
all’, and that was almost exactly<br />
what I did. Of course, I was unable<br />
to catch Mew as he was a special<br />
event Pokemon, and the events<br />
had long since ended. Evie had one<br />
on her cartridge, and she had her<br />
ex boyfriend’s copy of Pokemon<br />
Silver. She suggested I try and copy<br />
his Mew over from that game, but I<br />
never ended up doing so.<br />
Evie also introduced me to the<br />
Dragon Ball franchise. Dragon Ball<br />
Z was currently showing on Cartoon<br />
Network, and they were up<br />
to the Namek arc and the battle<br />
with Freeza was about to begin. I<br />
remembered playing Dragon Ball<br />
Z video games in the past, though<br />
none of the golden haired warriors<br />
were present. Evie explained the<br />
Super Saiyan form to me, and found<br />
pictures showing Goku, Vegeta and<br />
the other Saiyans in Super Saiyan<br />
mode. Everything started to click<br />
into place, and I became absorbed<br />
in the show. Every night I would<br />
finish work and go to Evie’s house<br />
where she would be watching TV,<br />
and join her for Dragon Ball Z.<br />
That’s it for me this month. If you<br />
want to check out some of the other<br />
things I do I can be found on Twitter<br />
@Dizrythmia<br />
I am also part of the Retrospekt<br />
group who can be found at<br />
www.retrospekt.com.au<br />
*Evie = Evil
2000 - 2001<br />
WRITTEN BY PAUL MONOPOLI
YOUR WARGAMING SAY<br />
THE CIRCUS IS COMING PART 3<br />
Scenery and Terrain...<br />
BY BEN MAKEPEACE<br />
From the outset we wanted to<br />
make sure our scenery was vibrant,<br />
colourful, and provided variety<br />
for our games. We already had<br />
a good collection of stone rubble,<br />
trees, and some older buildings<br />
from years gone by. We decided to<br />
update those old buildings, so they<br />
were cleaned up, had details added<br />
or replaced, and were repainted to<br />
be a little more colourful. We also<br />
planned to add a range of inspiring<br />
and detailed buildings to really enrich<br />
our gaming experience.<br />
This article is more of a gallery, with<br />
small explanations offered for each<br />
building. To see more of our collection<br />
of terrain head to:<br />
radheim.tumblr.com or<br />
www.instagram.com/rad_heim<br />
to check out nearly 300 photos (at<br />
the time of writing) of our activities.<br />
PLATFORMS<br />
We have two platforms that we built;<br />
a simple low box about 3” high with<br />
“Mordheim” on it, and one with battlements<br />
and a sewer tunnel underneath.<br />
These provide vital vertical<br />
variation; height in this game helps<br />
to provide really interesting and dynamic<br />
in-game tactical options, and<br />
opportunities for great photos!
COMMERCIAL<br />
BUILDINGS<br />
Sean built a number of commercial,<br />
or merchant buildings: Dwarven<br />
Forge, Moneylender’s House,<br />
a Pub, a purple Box Office, and the<br />
so-called ‘Forest Ruin’. These provided<br />
some identifiable elements<br />
to games, “I’m coming up through<br />
the Moneylender’s house to take<br />
out those warriors on the Box Office<br />
balcony.” is far more immersive<br />
than, “I’m moving through this building<br />
to take out those guys in that<br />
building over there”.<br />
TENTS<br />
Being a circus campaign, we had to<br />
build tents. They had to be bright,<br />
colourful, and game-friendly. Ben<br />
made up templates and then copied<br />
to make mass production easy.<br />
The template is available if you<br />
want to get in touch with us.
THE CIRCUS IS COMING PART 3<br />
OLD BUILDING<br />
REJUVENATION<br />
We updated and re-painted a number<br />
of Ben’s old buildings, giving<br />
them a brighter stone-and-terracotta<br />
look. These are based off<br />
of the original cardboard buildings<br />
from the Mordheim box set. I had<br />
also made a 3-story building, a large<br />
low building in the same style, and a<br />
large wealthy manor-house. These<br />
three buildings were also updated,<br />
but the wealthy manor house got<br />
an opulent teal and turquoise colour<br />
scheme, and the inside filled with<br />
fancy rugs!<br />
STONE, RUBBLE,<br />
FOREST<br />
We are able to use the stones and<br />
rubble to represent destroyed buildings,<br />
or create a more ‘out of town’<br />
gaming environment. We use the<br />
Empire in Flames supplement for<br />
games which do not take place in<br />
the city itself. It’s also great to have<br />
lots of trees on hand as they fill in<br />
gaps on a table nicely.
TOWER BRIDGE<br />
Ben built this specifically to provide<br />
more height to our games, and flexibility.<br />
It’s about 10” tall, and comes<br />
in two halves allowing a bridge to<br />
be made, or each side used individually.<br />
We often place them further<br />
apart and put walkways between<br />
the two halves. Many windows, and<br />
flat roofs, make this very playable.<br />
“It’s about 10” tall, and comes<br />
in two halves allowing a bridge<br />
to be made, or each side used<br />
individually.”
THE CIRCUS IS COMING PART 3<br />
WIZARD’S TOWER<br />
A must-have building, we wanted<br />
this to be off-the-wall strange, and<br />
very tall. It boasts 26” to the top,<br />
and because the stairs, and platforms<br />
are all accessible from the<br />
outside we can easily link multiple<br />
levels out to other buildings using<br />
walkways. This means it doesn’t<br />
create camping locations or bottlenecks.<br />
Building this was a collaboration,<br />
as there was a lot of work<br />
involved!<br />
Sean painted up the crowning<br />
element; a gold planetarium<br />
which really completes the idea<br />
of an eccentric wizard living in a<br />
physics-defying tower.
CANAL<br />
Sean decided a water feature was<br />
important, and it’s been really great<br />
to have in games. It breaks things<br />
up, creates an open space which<br />
presents very real tactical challenges<br />
for warbands.<br />
TOWN CENTRE<br />
Another of Ben’s old pieces, finally<br />
completed and given a new lease<br />
on life. Old miniatures were plundered<br />
for statues, and hedges were<br />
cut from brillo pads. The final touch<br />
of bunting was just made from twine<br />
and painted paper glued on. A nice<br />
focal setting for particular scenarios<br />
requiring a nexus for the action,<br />
or a locational fulcrum for the story<br />
to pivot upon.
THE CIRCUS IS COMING PART 3<br />
TREEHOUSE<br />
This piece was started by Sean,<br />
and finished by Ben. We let the silly<br />
run wild, and had a huge amount of<br />
fun building it. We never intended<br />
for a tree to be growing through it,<br />
but there it is! In our campaign, and<br />
on social media, this terrain pieces<br />
has become an undeniable crowd<br />
favourite. It is also great to play on<br />
with multiple levels, and good walkway<br />
access all around.
WORK IN<br />
PROGRESS<br />
We’re still building new terrain. We<br />
are currently painting a Vampire<br />
Manor, and building a hotel. We use<br />
a lot of foam-core and balsa wood,<br />
as well as raiding our bitz box for interesting<br />
details.<br />
If you have any questions on how we<br />
did any of this, please get in touch<br />
via Instagram or Tumblr. We’re happy<br />
to share the hobby-love!<br />
“We can’t<br />
stress how<br />
important<br />
having lots<br />
of walls and<br />
walkways is.<br />
We would<br />
have almost<br />
30 of each.”<br />
SCENERY<br />
PLACEMENT,<br />
AND THE LITTLE<br />
DETAILS<br />
Each scenario we try to give the<br />
board a ‘real’ setting, something<br />
that makes sense with streets,<br />
town squares, even a sense of districts.<br />
This helps immerse you in the<br />
game, and provides a very photogenic<br />
setting. We put small details<br />
around on all our buildings such as<br />
posters, shrubs, rubble, stains, and<br />
skeletons. This just helps reinforce<br />
the ruined nature of a city that was<br />
a booming trade centre, but then<br />
got hit by a twin-tailed comet!<br />
It’s important to create all sorts<br />
of interesting angles around your<br />
board. Get down low and try to get<br />
a ‘model’s eye view’ when you’re<br />
setting it all up.<br />
We also have lots of walls, statues,<br />
and walkways to place around the<br />
battlefield to give tactical options,<br />
provide cover, prevent bottlenecks,<br />
and support vertical movement<br />
around the board. We can’t stress<br />
how important having lots of walls<br />
and walkways is. We would have<br />
almost 30 of each.<br />
ONLINE:<br />
www.instagram.com/rad_heim<br />
www.radheim.tumblr.com
YOUR MOVIESAY<br />
10 years later... Jigsaw<br />
One of the highest grossing horror franchises of all time is back, taking the Jigsaw killer’s signature<br />
brand of twisted scenarios to the next level.<br />
After a series of murders bearing all the markings of the Jigsaw killer, law enforcement find<br />
themselves chasing the ghost of a man dead for over a decade and embroiled in a new game<br />
that’s only just begun. Is John Kramer back from the dead to remind the world to be grateful<br />
for the gift of life? Or is this a trap set by a killer with designs of their own?<br />
JIGSAW creeps into cinemas <strong>November</strong> 2, with Halloween advance screenings on <strong>October</strong> 31.<br />
win<br />
A DOUBLE PASS!<br />
Thanks to Picture This and Gametraders, you could win a double<br />
pass to see Jigsaw - in cinemas 2 <strong>November</strong>.<br />
Watch the trailer here: www.youtube.com/watch?v=H8y-nUo7vqc&feature=youtu.be<br />
(WARNING: HORROR TRAILER)<br />
and tell us what the sticker on the tape recorder says.<br />
Email your answer along with your name, age and address to<br />
gtlivemagazine@gmail.com.
JIGSAW - 2 NOVEMBER
YOUR TRADING SAYCARDS: MTG<br />
player profile<br />
interview with ANJA<br />
Welcome to <strong>Live</strong> Anja! How long<br />
have you been playing and what<br />
got you started?<br />
I’ve been playing MTG for about<br />
2 years now. I played a different<br />
card game initially and a few of my<br />
friends got me to come along to a<br />
FNM session and try it out. I haven’t<br />
looked back since!<br />
Do you have a favourite card(s)?<br />
My favourite card would have to be<br />
Timesifter, it’s an artifact from the<br />
mirrodin set and I play it in EDH format.<br />
At the start of each upkeep,<br />
each player exiles the top card of<br />
their library and whoever has the<br />
highest converted mana cost takes<br />
an extra turn after this one. It’s a<br />
really fun card because you never<br />
know when your next turn will be, so<br />
you have to really think about your<br />
plays and what effects they’ll have<br />
in the long run because you might<br />
be waiting ages for your next turn.<br />
Any tips for new players?<br />
Don’t be afraid to ask for help! In<br />
my experience, the magic community<br />
are really nice and want to<br />
help new players rather than bring<br />
them down. Whether it be for help<br />
on deck construction, plays, drafting<br />
or just particular rules in certain<br />
cards, they’re always willing to lend<br />
you a hand. I know when I started<br />
out I was asking questions about<br />
every two seconds! It does take a<br />
while to get the hang of the game,<br />
but don’t let that discourage you, it’s<br />
more than worth it in the end!<br />
What’s coming up for you - any<br />
more tournaments planned?<br />
Well I’m hoping to have another<br />
crack at the Sydney GP in 2018.<br />
The last time I played there I didn’t<br />
fare so well, but it was still an amazing<br />
experience.
...Trading cards, tournaments, accessories<br />
& more. Get it all at Gametraders.
GAMETRADERS<br />
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& TCG<br />
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Magic the Gathering Modern - Wednesday 7pm<br />
Magic the Gathering Standard - Friday 7pm<br />
Yu-Gi-Oh - Thursday 6pm & Sunday 2pm<br />
Pokémon - Saturday 12pm<br />
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LARP Tournaments - Saturday 6pm<br />
AUSTRALIAN CAPITAL TERRITORY<br />
HYPERDOME<br />
Yu-Gi-Oh - Saturday 10am<br />
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MACARTHUR SQUARE (CAMPBELLTOWN)<br />
Magic the Gathering - Monday 5:30pm<br />
Final Fantasy & Super Smash Bros - Tuesday 5:30pm<br />
Yu-Gi-Oh - Wednesday 5:30pm<br />
Dungeons & Dragons / Board Games / Pokkén Tournament - Friday 5:30pm<br />
Pokémon - Saturday 5:30pm<br />
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GAMETRADERS LIVE PENRITH<br />
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X-Wing - Wednesday 7pm<br />
Dragon Ball Z - Thursday 6pm<br />
Force of Will - Friday 7:30pm<br />
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My Little Pony - Saturday 5pm<br />
Demo board games from Wednesday through to Saturday.<br />
GAMETRADERS LIVE HORNSBY<br />
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Board Games - Thursday 7pm<br />
Magic the Gathering (FNM) - 6pm (Standard, Modern, Draft)<br />
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For more special events and tournaments please visit:<br />
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SOUTH AUSTRALIA<br />
INGLE FARM<br />
No current tournaments.<br />
MARION<br />
Pokémon - Saturday 2pm<br />
Cardfight!! Vanguard - Tuesday 6pm<br />
Yu-Gi-Oh - Wednesday 6pm<br />
Final Fantasy - Wednesday 6pm<br />
Magic the Gathering - Friday 6pm<br />
X-Wing - Every second Monday from 2pm. Check with staff for details.<br />
SEAFORD<br />
FREE Monday Night Magic and Vanguard - 6pm (5:30pm registration)<br />
Magic the Gathering Modern and Commander - Tuesday 6pm (5:30pm registration)<br />
Friday Night Magic - Friday 6pm (5:30pm registration)<br />
Cardfight!! Vanguard - Wednesday & Friday 6pm (5:30pm registration)<br />
Yu-Gi-Oh! - Thursday 6pm (5:30pm registration)<br />
Pokémon - Sunday 1pm (12:30 registration)<br />
Casual events on Saturdays! Check our Facebook page for details.<br />
MT. BARKER<br />
Yu-Gi-Oh - Sunday 2pm<br />
Magic the Gathering Commander - Wednesday 6pm<br />
Magic the Gathering Standard - Saturday 1pm<br />
Friday Night Magic Draft - Friday 6pm<br />
Casual X-Wing, Magic & Board Games - Thursdays from 6pm<br />
SALISBURY<br />
Final Fantasy - Tuesday 6pm (5:30pm registration)<br />
Magic the Gathering - Friday 6pm (5:30pm registration)<br />
Magic the Gathering (Casual) - Thursday 5:30pm<br />
Yu-Gi-Oh - Saturday 1pm (11:30am registration)<br />
Pokémon - Sunday 12pm (11:30am registration)<br />
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GAMETRADERS TOURNAMENTS & EVENTS!<br />
Tournaments are subject to change. Please check with your local store on tournament times before attending.<br />
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ameS<br />
HOW<br />
NINTENDO<br />
DESIGNS<br />
GAMES<br />
HELLBLADE: SENUA’S<br />
SACRIFICE - REVIEW<br />
BY TIFFANY DEAN<br />
10 CANCELLED VITA<br />
GAMES THAT SHOULD<br />
HAVE HAPPENED<br />
ATARIBOX:<br />
PICS & NEWS
NICK GETLEY<br />
TAKES A LOOK AT<br />
SOME SCI-FI<br />
GAMING!
YOUR gaming SAY<br />
GREATNESS THROUGH SIMPLICITY<br />
HOW<br />
NINTENDO<br />
DESIGNS<br />
GAMES<br />
FROM VGCHARTZ.COM
You may have noticed over the<br />
last three decades that Nintendo<br />
makes some pretty decent video<br />
games from time to time. There’s<br />
a reason why the company has<br />
stayed relevant in the video game<br />
industry since the early 1980s,<br />
while countless other developers,<br />
publishers, and console manufacturers<br />
have come and gone, many<br />
leaving little to no lasting impact<br />
on the industry as a whole. Simply<br />
put, Nintendo is arguably the single<br />
most important company in the<br />
history of video games.<br />
While I do criticize Nintendo on occasion<br />
for some of its decisions<br />
and outdated practises, I will never<br />
take away from it the fact that no<br />
other entity in the world of video<br />
games has the same kind of exceptional<br />
track record as it does<br />
when it comes to making great video<br />
games. From both creative and<br />
financial standpoints, Nintendo has<br />
produced some of the best video<br />
games of all time ever since it first<br />
entered the industry, and has continued<br />
to do so for what is now its<br />
seventh home console generation<br />
in a row.<br />
Nintendo has always had a knack<br />
for making games that have a style<br />
and feel that is wholly unique, but<br />
have you ever considered what<br />
exactly it is that makes many of<br />
the company’s games so great to<br />
begin with? What is it in them that<br />
makes them stand out from the<br />
games of almost any other developer<br />
in the world? The answer is<br />
surprisingly simple, which is perhaps<br />
why a lot of people don’t really<br />
notice or think about it. Nintendo<br />
makes games by first ensuring the<br />
core fundamentals are rock solid,<br />
and then creates every aspect of<br />
the game around those fundamental<br />
elements.
Building<br />
a Game<br />
Around a<br />
Mechanic<br />
When you stop and think about<br />
many of Nintendo’s greatest<br />
games, you may begin to notice<br />
something interesting about them.<br />
A lot of them are built entirely<br />
around one strong core mechanic,<br />
which is then stretched out and<br />
given multiple layers to make it as<br />
diverse and interesting as possible.<br />
Compare this to a handful of<br />
other big video games and developers<br />
and you’ll spot that many of<br />
them introduce a new mechanic,<br />
use it, and then discard it within a<br />
single level.<br />
For many developers, game mechanics<br />
are no longer a thing to<br />
build something interesting and<br />
long-lasting around, but instead are<br />
a thing to advertise in trailers and<br />
on conference floors. They want to<br />
be able to say that their game has<br />
dozens of different types of gameplay,<br />
even though maybe only one<br />
or two of them are explored to any<br />
notable degree.<br />
As an example, just think of almost<br />
any Call of Duty, Assassin’s<br />
Creed or Battlefield game from<br />
the last five to ten years and count<br />
the number of different gameplay<br />
types and elements that are introduced<br />
and either completely discarded<br />
or made pointless after just<br />
one level. It no longer feels like the<br />
teams behind these titles are building<br />
an interesting and engaging<br />
gameplay experience, but instead<br />
are filling in the required number of<br />
different gimmicks for marketing<br />
purposes.<br />
Nintendo on the other hand has,<br />
from the very beginning up to the<br />
present day, created entire games<br />
based around one core idea that<br />
carries the whole game. Naturally,<br />
the most famous example is the<br />
entire Super Mario Bros. series.<br />
When you strip down Super Mario<br />
Bros. to its very core, every game<br />
is fundamentally about jumping<br />
and what can be done with that<br />
one simple mechanic.<br />
In Super Mario Bros. for the NES,<br />
every aspect of the gameplay revolves<br />
around this one mechanic.<br />
To break the blocks, Mario jumps.<br />
To defeat enemies, he jumps on<br />
them. To finish a level he has to<br />
jump and touch the flagpole at the
end. To defeat Bowser at the end<br />
of each world Mario usually has to<br />
jump on the axe to drop the bridge<br />
and make Bowser fall into lava.<br />
Even when the game introduces<br />
enemies that can’t be defeated in<br />
this manner, it still revolves around<br />
using the same mechanic, albeit in<br />
a different way (namely avoiding<br />
enemies by jumping over them).<br />
Mario is defined by that one basic<br />
ability which he uses for practically<br />
everything.<br />
While later games in the series<br />
have become increasingly more<br />
complex over time, they still mostly<br />
involve variations of that one core<br />
mechanic that was introduced<br />
over 30 years ago. Super Mario 64<br />
made the mechanic more complex<br />
by adding a new dimension to the<br />
gameplay, and Super Mario Galaxy<br />
added further layers to it thanks to<br />
gravity and planetoids, but all of<br />
them are still fundamentally games<br />
about jumping. On a somewhat related<br />
note, go and take a look at<br />
the box art for each of the mainline<br />
Super Mario games and you’ll<br />
notice one thing they all share in<br />
common; each features an image<br />
that focusses on the game’s central<br />
mechanic, immediately highlighting<br />
what players can expect<br />
from it.<br />
Mario is, of course, not the only<br />
Nintendo series that does this. Luigi’s<br />
Mansion for the GameCube is<br />
another good example of a game<br />
build almost entirely around a single<br />
mechanic, which in this case<br />
is vacuuming. Luigi uses this mechanic<br />
to do almost everything,<br />
from solving puzzles to fighting<br />
ghosts. In a 2013 interview with<br />
IGN, Ryuichi Nakada, one of the supervisors<br />
on Luigi’s Mansion: Dark<br />
Moon, said the following about the<br />
title:<br />
You use the vacuum to solve the<br />
puzzles all through the mansion.<br />
You can use it in all kinds of ways<br />
to navigate and interact with the<br />
ghosts. It’s really a game about using<br />
the vacuum.<br />
For a more recent example we can<br />
look at Splatoon, Nintendo’s rather<br />
unusual take on the online multiplayer<br />
shooter genre. Even though<br />
the gameplay allows the player to<br />
approach rounds in different ways,<br />
every single aspect of it once again<br />
comes back to one simple mechanic/feature.<br />
In this case ink. To<br />
win a match in Splatoon you need<br />
to cover the map with your team’s<br />
ink; in order to move faster around<br />
the map the players can swim<br />
around in their team’s ink, while<br />
the opposing team’s ink will slows<br />
them down; your weapons replenish<br />
by swimming in the ink, and so<br />
on. It’s a simple, basic premise that<br />
is used for practically every aspect<br />
of Splatoon’s gameplay.<br />
Of course, Nintendo isn’t the only<br />
company that has made games<br />
based on one, strong central mechanic.<br />
It’s just the most notable<br />
user of this design philosophy. Portal<br />
is an obvious example of this<br />
type of design philosophy in the<br />
AAA arena, and indie developers in<br />
the last five to ten years have also<br />
used it to great effect in a large<br />
number of games.<br />
HOW<br />
NINTENDO<br />
DESIGNS<br />
GAMES
HOW<br />
NINTENDO<br />
DESIGNS<br />
GAMES<br />
Everything<br />
in the Service<br />
of Gameplay<br />
There are countless different ways<br />
to approach video game creation,<br />
and none are inherently better than<br />
the others. Some developers start<br />
with an idea for a story they want<br />
to tell, or maybe a theme they want<br />
to tackle. Others may come up<br />
with a cool visual style they want to<br />
use. Nintendo, however, generally<br />
starts by coming up with a fun and<br />
engaging way to play, and builds<br />
everything else to suit that specific<br />
type of gameplay.<br />
For example, in one installment of<br />
‘Iwata Asks’ the developers of The<br />
Legend of Zelda series discussed<br />
how the series’ story and gameplay<br />
are created. They stated that<br />
initially the director comes up with a<br />
very broad outline for a story, upon<br />
which they then develop interesting<br />
ways to play the game. Details<br />
of the story are then fleshed out<br />
to accommodate these gameplay<br />
elements, and not the other way<br />
around.<br />
Going back to the example of Splatoon,<br />
that game began life with the<br />
desire to create a title with a new<br />
type of structure and gameplay.<br />
The characters, aesthetic, and<br />
everything else about it came after<br />
the gameplay style had already<br />
been set in stone. The inklings<br />
themselves were created because<br />
they fit the game’s core concept<br />
of using colored ink to fight battles.<br />
Initially, the characters were just<br />
bland white blobs that lacked any<br />
other distinguishing characteristics.<br />
As Satoru Iwata stated in another<br />
one of his ‘Iwata Asks’ segments,<br />
the way Shigeru Miyamoto<br />
and Nintendo EAD create games is<br />
that function defines form, not the<br />
other way around, and Splatoo followed<br />
this same philosophy.<br />
Of course we must remember that<br />
not all Nintendo games are made<br />
the same way either. The company<br />
has numerous different studios<br />
and creators under its wings, each<br />
creating games in their own style.<br />
Mark Brown made a wonderful video<br />
on this topic, which I strongly<br />
recommend you check out below,<br />
where he breaks down the 4 step<br />
level design philosophy of Koichi<br />
Hayashida, the director of Super<br />
Mario 3D World and Super Mario<br />
Galaxy 2.
www.youtube.com/watch?v=dBmIkEvEBtA<br />
www.youtube.com/watch?v=dBmIkEvEBtA<br />
www.youtube.com/watch?v=dBmIkEvEBtA<br />
www.youtube.com/watch?v=dBmIkEvEBtA<br />
www.youtube.com/watch?v=dBmIkEvEBtA<br />
www.youtube.com/watch?v=dBmIkEvEBtA<br />
www.youtube.com/watch?v=dBmIkEvEBtA<br />
www.youtube.com/watch?v=dBmIkEvEBtA
HOW<br />
NINTENDO<br />
DESIGNS<br />
GAMES<br />
The<br />
Nintendo<br />
Way<br />
Nintendo has always done things<br />
differently from nearly all other major<br />
developers around the world,<br />
and industry trends rarely have any<br />
bearing on the kinds of games it<br />
creates. This has allowed Nintendo<br />
to remain relevant in an business<br />
that commonly sees other companies<br />
being bought out or going<br />
under because they’re unable to<br />
adapt as the industry changes<br />
around them. Nintendo has never<br />
really worried about that, although<br />
that’s not always been to its<br />
benefit.<br />
The thing is, Nintendo makes mistakes<br />
just like every other developer<br />
and publisher in the world.<br />
Its development teams don’t always<br />
produce great or successful<br />
games, no matter how talented the<br />
people behind them are. It’s also<br />
stubbornly set in its ways and this<br />
has resulted in practices and decisions<br />
that are and have been woefully<br />
behind the times in more ways<br />
than one. There are times when<br />
Nintendo deserves to be criticized<br />
for what it does, no matter how<br />
great much of its output is.<br />
So no, Nintendo isn’t perfect, and<br />
its way of doing things isn’t the only<br />
right way, but even with this in mind<br />
Nintendo has managed to develop<br />
a huge number of the greatest<br />
games of all time, and continues to<br />
do so to this day. Nintendo knows<br />
how to make fun, unique and just<br />
plain excellent games, and one of<br />
the main reasons for this is that it<br />
approaches the art of game development<br />
differently from almost anyone<br />
else. Its teams don’t always<br />
succeed in what they’re trying to<br />
do, but when they do, the end results<br />
are often absolutely amazing.<br />
That is the Nintendo way.<br />
BY TANELI PALOLA<br />
FROM VGCHARTZ.COM
YOUR PREVIEW SAY<br />
RUINER<br />
Keeping with the theme of cyberpunk,<br />
we’ve got a juicy little<br />
preview of an upcoming release<br />
called RUINER by Reikon Games,<br />
and published by Devolver Digital.<br />
The game takes place in the<br />
year 2091, in the city of Rengkok.<br />
You’re a sociopath with some seriously<br />
wicked cybernetic implants<br />
that are hacked by a guy who calls<br />
himself “The Wizard”. His hostile<br />
takeover of your implants forces<br />
you do his bidding, which is to kill a<br />
high profile corporate target.<br />
Your implants provide some wicked<br />
abilities like increased agility<br />
and precision, allowing you to mop<br />
up targets by zipping around the<br />
room in a flash of neon red lights.<br />
By the time you’ve enacted your<br />
punishment on those who stand<br />
before you, they’ve already lost a<br />
few litres of blood.<br />
You can expect an cyberpunk-anime<br />
themed aesthetic throughout<br />
the course of the game,<br />
with an new retro wave inspired<br />
soundtrack to boot. If you’re a fan<br />
of this 80s themed music, neon<br />
lights, and one liners, then be sure<br />
to put this one on your hit list.<br />
The game officially drops on Play-<br />
Station 4, Xbox One, and PC (via<br />
Steam and GOG) on September<br />
26th, 2017. You can check out our<br />
full review over on critdmg.tv after<br />
that date, and I’ll be streaming it<br />
on Twitch over at twitch.tv/hyp3rstrike.<br />
SCI-FI GAMING<br />
RUINER features brutal and unforgiving<br />
gameplay with each fight<br />
encounter. Using the vast amount<br />
of skills and perks at your disposal,<br />
you will need to meticulously plan<br />
out your attack to deal as much<br />
damage as possible, whilst avoiding<br />
taking damage, all with minimal<br />
time to think about it. You’ve got<br />
to be three steps ahead, and will<br />
need to be quick on your toes to<br />
react should the slightest combat<br />
element change.<br />
BY NICK GETLEY<br />
FROM STICKYTRIGGER.COM
METRO<br />
RETURN<br />
YOUR gaming SAY<br />
WWW.STICKYTRIGGER.COM<br />
This month I played my first Metroid<br />
title. It’s a weird realisation to think I<br />
had never done so before and that<br />
didn’t really hit me until I was midway<br />
through Metroid: Samus Returns<br />
on 3DS.<br />
I’ve come into gaming relatively<br />
late in life compared to most<br />
people and I’m always aware that<br />
there’s so much I’ve missed but for<br />
Metroid it feels different. One of<br />
my favourite genres of games is<br />
Metroidvania. I’m intimate with the<br />
2D action platforming which drip<br />
feeds abilities to unlock previous<br />
dead ends and I love it. Games that<br />
do it well like Ori and the Blind Forest<br />
or Hollow Knight make my heart<br />
sing and come critically acclaimed<br />
so I know I’m not alone. Yet when it<br />
comes to Metroid games, one half<br />
of the genre’s very namesakes, my<br />
experience is almost null.<br />
This isn’t entirely my fault, Nintendo<br />
put the franchise on a shelf years<br />
ago, especially if we are talking<br />
2D. Offerings to get newcomers<br />
into Metroid games just aren’t that<br />
accessible and the old school love<br />
of the series can make jumping in<br />
now a daunting situation to be in. I<br />
was nervous about Samus Returns,<br />
a remake of what I’ve heard is one<br />
of the series worst? On a console<br />
that seems to be on its last legs? Is<br />
this where I really want to enter the<br />
Metroid world?<br />
The more I thought about all the<br />
potential problems the more anxious<br />
I became. No one really asked<br />
for this, I mean sure fans have been<br />
begging for Metroid, but not like<br />
this. When Prime was announced<br />
at E3 there were cheers of elation<br />
but this title was purposefully<br />
revealed quietly in the following<br />
treehouse event. Even Nintendo<br />
wasn’t sure enough to make it a<br />
part of their spotlight.<br />
I continued to consider the games<br />
I love, the ones that carry the mantle<br />
of Metroidvania and I thought
ID: SAMUS<br />
S - REVIEW<br />
BY NICK GETLEY
about what would make this different<br />
for me. I’d be able to grasp<br />
some of the origin, join the Metroid<br />
conversation, meet a well loved<br />
character and despised enemy<br />
and explore their world. And that’s<br />
where I started to find my excitement<br />
for a Metroid title, regardless<br />
of size in the idea of a new rich scifi<br />
world.<br />
Space is one of my favourite<br />
things, perhaps not truly space as<br />
we know it but the idea of space,<br />
the potential. Science fiction allows<br />
the mind to wander into the<br />
greatest unknown, impossible<br />
worlds with unthinkable creatures<br />
and none of the gravity of Earth<br />
and its problems. Even if this iteration<br />
of Metoid wasn’t going to be<br />
one of the best I’d be getting one<br />
of my favourite genres wrapped up<br />
in one of the best possible settings<br />
and it’s impossible to not at least<br />
buy a ticket for the hype shuttle at<br />
that point.<br />
Trickles of information started to<br />
come through, hands on previews,<br />
new trailers, hell even special edition<br />
console. If Nintendo were willing<br />
to market so hard maybe they<br />
weren’t phoning it in. Being a 3DS<br />
game not many high res images<br />
attached to the title exist, but<br />
one started to be plastered everywhere<br />
that would become the<br />
cover image. The iconic picture of<br />
Samus on one knee with her rocket-<br />
arm aimed upwards in full shining<br />
armour with unbelievable pauldrons.<br />
Behind her is the glow of a<br />
planet with stars littering the space<br />
above. It’s an impossible, glamorized,<br />
even somewhat cartoonified<br />
vision and it cut right to my black<br />
hole of a heart.<br />
It was a fleeting moment of total<br />
elation. Stupidly I thought to myself<br />
‘this is going to be amazing’ and I<br />
quickly realised how predictable<br />
an idiot I am. I’m eagerly awaiting<br />
the new Star Trek series despite<br />
having no confidence it will be any<br />
good. I will always believe in any<br />
Mass Effect title. My ears so easily<br />
prick up when someone describes<br />
something that would otherwise be<br />
a bore adds ‘but in space’ to their<br />
pitch and I know this about myself.<br />
Two of my eternal pleasures in life<br />
are space and Pokemon and I’m<br />
eternally being burned by my optimism<br />
for both.<br />
So I went in shields up and phasers<br />
set to stun. It’s never a good idea<br />
to go into a game review ready to<br />
hate it regardless of what it shows<br />
you, but I held the appropriate caution<br />
of someone negotiating with<br />
an unfamiliar species. With a quizzical<br />
brow I started the game with<br />
as much trepidation as possible<br />
and accidentally fell in love. This<br />
is Metroidvania, this is Metroid and<br />
despite not having much in way of<br />
story (which many Metroid fans will<br />
take as a good thing) I feel like the<br />
setting played a huge part.<br />
A game about exploration and discovering<br />
hidden paths makes so<br />
much sense in a totally unfamiliar<br />
world. I have no idea what will need<br />
to take out a red forcefield, but had<br />
it been a block of ice I’d be looking<br />
for fire. Not knowing what items I
was going to need to complete<br />
the task allowed me to be surprised<br />
and impressed with every<br />
new ability without my own notions<br />
getting in the way. Additionally seeing<br />
totally alien enemies means<br />
that you will have to learn how to<br />
deal with them from their physical<br />
and environmental cues rather<br />
than existing knowledge. Sci-fi<br />
makes Metroid and Metroid made<br />
metroidvania.<br />
Reviews are out, including my<br />
own and Metroid: Samus Returns<br />
is almost unanimously loved. I felt<br />
waves of understanding pour over<br />
myself as I played the familiar genre<br />
in foreign setting and knew this<br />
was how it all began. Samus feels<br />
right, her weapons and suit upgrades<br />
set the stage for world exploration<br />
and an almost 90’s pop<br />
sci-fi world encourages curiosity<br />
for what will unlock new puzzles. It<br />
feels so logical that this is where<br />
the genre began and I’m so glad I<br />
got to finally experience it.<br />
BY NICK GETLEY<br />
FROM STICKYTRIGGER.COM
HELLBLAD<br />
SACRIFIC<br />
YOUR gaming SAY<br />
*Played on PS4 - May contain minor gameplay spoilers*<br />
The warning before commencement<br />
of Hellblade proves how<br />
much of a challenge for some<br />
players this game may be.<br />
Hellblade is a game that I have<br />
been waiting for for 3 years. I would<br />
regularly check the internet for any<br />
updates on anything – any new<br />
picture, development information,<br />
release date information, gameplay.<br />
I had loved Ninja Theory’s<br />
game Heavenly Sword, and had<br />
loved their input into Capcom’s<br />
DMC, so I knew that Hellblade<br />
would be nothing short of amazing.<br />
The game finally released early August<br />
– 3 long years since it started.<br />
I was quick to play through the<br />
entire game and it is something I<br />
feel so strongly for that I offered to<br />
write a review. It’s important to realise<br />
that Hellblade is not a full length<br />
AAA game, but it is not quite Indie<br />
either. Its AAA quality and feel, but<br />
more indie in length.<br />
The game focuses on Senua, a<br />
Celtic Pict warrior who struggles<br />
with psychosis in a world with<br />
strong beliefs in Norse mythology.<br />
Mental Health is such a sensitive<br />
issue for so many people, with<br />
stigmas and fears often attached.<br />
Mental Health is greatly misunderstood<br />
by a large portion of the<br />
population, so for a developer to<br />
create a game that truly focuses<br />
on the turmoils that can occur in<br />
Mental Health is a huge step forward.<br />
It’s a step towards a greater<br />
understanding and compassion<br />
of what people are going through,<br />
and it is hopefully a step towards<br />
people not telling others to just<br />
‘snap out of it.’<br />
Senua has a sad story, and she<br />
carriers her slain partners head<br />
with her, in the hopes to save his<br />
soul whilst not being defeated by<br />
‘the Darkness’. The game captures<br />
what psychosis and mental health<br />
issues feel like, with the lines between<br />
reality and what is
E: SENUA’S<br />
E - REVIEW<br />
BY TIFFANY DEAN
in the mind heavily blurred. Players<br />
go through the game being somewhat<br />
uncertain as to what are real<br />
monsters, and what are manifestations<br />
of the demons Senua fights<br />
in her mind at any given time. The<br />
voices in Senua’s head add a touch<br />
and realism that can’t be put into<br />
words. These voices can be helpful<br />
and sometimes they will have<br />
the player questioning if they’re<br />
truly heading the right way. These<br />
voices are reminiscent of the voices<br />
many people hear on a daily<br />
basis – the voice that tells you to<br />
do something, then the voice that<br />
tells you to not do something, the<br />
voice that questions what you are<br />
doing... even the voice that laughs<br />
at you. Some of them give a feeling<br />
of self-doubt that may hit close<br />
to home for some players. These<br />
voices are done well, and whilst<br />
playing the game with headphones<br />
is recommended due to the way<br />
the voices are recorded, playing<br />
on a TV with the TV’s sound was<br />
still effective.<br />
Anyone who is plagued with mental<br />
health may find this game challenging<br />
and rewarding. I use the<br />
word plague as for many, that’s<br />
what mental health can feel like.<br />
This is also reflected subtly in the<br />
game – when moments of psychosis<br />
come or may be coming,<br />
the screen starts to get black vine<br />
looking marks, as if a dark plague<br />
has taken over.<br />
The game itself starts ominously<br />
with Senua quietly rowing a log<br />
boat through calm waters. Bodies<br />
are impaled on large logs and<br />
strung up from trees all around. It’s<br />
clear that this game will be a test<br />
of the mind from start to finish.<br />
The first few minutes progress<br />
with little action. There’s a sense<br />
that something is coming, but it<br />
introduces the player to the world<br />
and what to look for in the way of<br />
Runes and how to Focus. It lets the<br />
player fiddle with the controls and<br />
get a feel for how the game may<br />
play. This is also a great time to try<br />
out the Photo Mode and become<br />
accustomed to it.<br />
Walking through the pathway the<br />
player will see that the trail of bodies<br />
continues. It isn’t long before<br />
the player is met with a beach,<br />
with what looks like a giant wooden<br />
horse head in the distance. It<br />
becomes clear that the goal is to<br />
find a way to the bridge, and thus<br />
to the wooden structure. It’s here<br />
that the graphics and quality of the<br />
game truly shine. The textures and<br />
lighting are stunning, and players<br />
may find themselves stopping in<br />
awe and taking a few photos.<br />
The paths to take are intuitive, and<br />
players will find themselves drawn<br />
to areas to go to. You soon learn<br />
what the wrong way is (as it will<br />
lead to nothing), so finding the way<br />
to go isn’t frustrating.<br />
It isn’t long before players are introduced<br />
to the first puzzle. Puzzles<br />
play a large role in this game,<br />
and some can test the patience<br />
of the player. They mostly involve<br />
finding shapes of runes in the surroundings,<br />
and these can be harder<br />
than expected as you never<br />
really know what you are looking<br />
for. As Senua nears the correct<br />
area, the screen will be filled with<br />
many smaller versions of the rune.<br />
As someone who sees things in<br />
my surroundings regularly, I found<br />
these puzzles a fun challenge. This<br />
is also a nod to those who struggle<br />
with mental health issues – having<br />
to focus on things such as your<br />
surroundings can be gounding and<br />
can help ease the mind during the<br />
grips of a severe panic attack. As<br />
someone who has been around<br />
anxiety and depression for a large<br />
portion of my life, I myself found<br />
these puzzles – for the most part<br />
– comforting and grounding. It’s<br />
also a test of self-trust and trying<br />
to push through tricks and illusions<br />
that can be created in the mind.<br />
After the first puzzle, Senua is<br />
faced with her first real physical<br />
fight. Players are introduced to the<br />
enemies of the game, and in turn,<br />
the ‘dark rot’ that is taking Senua<br />
over. It is then that players are hit<br />
with a nasty surprise – Permadeath<br />
– if you die too many times<br />
and the rot reaches Senua’s head,<br />
it is game over and your save is<br />
deleted. When I played through<br />
the game, I believed this – it was<br />
frustrating and challenging but it<br />
certainly made me focus on taking<br />
time and being patient so I could<br />
complete the game successfully. It<br />
was since discovered that this may<br />
have been a bluff from Ninja Theory.<br />
Some found it frustrating but if<br />
you remember that this is a game<br />
that focuses on mental health, it<br />
is a genius move. Tricking people<br />
into thinking they may lose their<br />
save is messing with the minds of<br />
a player. Even now, people are not<br />
certain if it is a bluff, or if it is just<br />
something that is EXTREMELY difficult<br />
to achieve within the game.
Either way – it is a mind game.<br />
The main part of the game then<br />
begins. It progresses in relatively<br />
distinct stages. There are two<br />
stages initially – one with Fire and<br />
having to activate fire memories<br />
to progress. If players don’t know<br />
where to go or linger in the fire for<br />
too long, Senua dies and the rot on<br />
her arm grows. Most of these are<br />
relatively straight forward, however<br />
some are more challenging<br />
and players with little patience<br />
may find some areas frustrating.<br />
The next stage is an Illusion stage.<br />
There are less physical battles in<br />
this stage, however it takes some<br />
thinking and careful observation to<br />
notice the subtle changes in the<br />
environment and which order and<br />
direction to go to be able to progress.<br />
Those with a creative, intuitive<br />
mind will find this easier than<br />
those who prefer the fighting. Both<br />
stages provide a strong challenge<br />
but they’re not so difficult that players<br />
may decide to give up. Both<br />
stages finish with boss battles –<br />
these too are not easy, but not as<br />
difficult and frustrating as battles in<br />
the Dark Souls series.<br />
Senua is a capable fighter – her attacks<br />
are strong and for the most<br />
part quite fast. She can do a heavy<br />
attack, a quick attack, and also<br />
kick. When the Focus is activated,<br />
the enemies slow and Senua can<br />
regain some health. There is also a<br />
block function, however this can be<br />
a challenge to get the timing right,<br />
and players will find they evade<br />
more than try and block. Enemies<br />
are quite predictable in their fight<br />
manoeuvres (each enemy type<br />
has their own set of attacks), however<br />
when there is a larger number<br />
of various enemies, the battles can<br />
prove to be extremely challenging<br />
and precision is a necessity.<br />
The game then progresses to the<br />
next stages, which work in similar<br />
ways to the previous stages. There<br />
are puzzles, battles and ultimately<br />
another boss fight. This time, however,<br />
the puzzles will be everything<br />
you have learnt thus far. The<br />
weather changes frequently and<br />
it’s a nice touch to add to the feel<br />
of the game, especially given it is<br />
done so well. It is also here where<br />
players will get the sense that they<br />
are nearing the end of the game...<br />
only to find out that the end is not<br />
as close as expected.<br />
Throughout and between each<br />
stage players also learn more<br />
about Senua and her story. It is<br />
a sad story that some may find<br />
somewhat distressing, however<br />
there is always a sense of hope<br />
– even if only miniscule – and<br />
Senua’s strength genuinely shines<br />
through. Once players finish the<br />
game, watching the added feature<br />
will provide even more insight to<br />
the story and its meanings. Ninja<br />
Theory did a lot of historical research<br />
into the Picts and Vikings,<br />
and these fill in some of the gaps<br />
that the game itself doesn’t directly<br />
mention.<br />
Things then start to get a bit different<br />
in that some battles develop a<br />
sense of bombardment and some<br />
of the level styles change. Some
levels are focused on Senua facing<br />
her fears unarmed.<br />
One level in Odin’s Challenges has<br />
Senua unable to see, forcing the<br />
player to navigate through a dark<br />
screen with slithers of light. Anything<br />
‘visible’ is blurry and impossible<br />
to focus on. This level will not<br />
be a challenge for many, however<br />
those with anxieties or fears relating<br />
to the dark or anything this<br />
level reminds them of, will want to<br />
power through as fast as possible.<br />
One touch of an enemy here and<br />
Senua dies – there is no fighting.<br />
This level irked me so much that I<br />
didn’t even pause for a second to<br />
take screenshots!<br />
These battles where the player<br />
may feel bombarded can be impossibly<br />
frustrating to the point<br />
that players may question if the<br />
game has glitched out as enemies<br />
relentlessly keep coming. Even<br />
with the frustration, I cannot fault<br />
the game. Mental Health issues<br />
often make someone feel overwhelmed,<br />
like there’s no end to the<br />
trap their mind has placed them<br />
in. These battles are reminisce of<br />
that, and it’s a harsh awakening to<br />
what a vast array of mental health<br />
challenges can truly feel like.<br />
These fights cause a sense of disorientation<br />
– they set you off your<br />
path and make you have to retrace<br />
to find out where you came from<br />
and where you were going. These<br />
fights are challenging as each enemy<br />
has a different fighting style,<br />
and they do not approach you one<br />
by one. Ducking out of the way of<br />
one enemy may have you landing<br />
in the firing line of another. Many<br />
of these battles also take place<br />
in small spaces, adding an extra<br />
challenge of trying to keep all of<br />
your enemies visible. It’s important<br />
to note here that Senua will<br />
attack the enemy she is looking<br />
at, even if you try and get her to<br />
go in another direction. If players<br />
want to target a different enemy,<br />
they need to make sure they<br />
make her look at that enemy. This<br />
can take some getting used to,<br />
and in times of rushed battle can<br />
be a little frustrating. The only respite<br />
from the challenge of these<br />
battles is that they make the next<br />
boss battle a little less frustrating<br />
as it is one enemy. That is not to<br />
say the boss battle is not without<br />
its challenges. There are times<br />
when the screen goes black, with<br />
only flashes of red light to fight in.<br />
It is impossible to see what Senua<br />
is attacking or where the enemy<br />
is, leaving the best option to keep<br />
evading until the screen is properly<br />
visible again. Focus is important<br />
here, adding a layer of patience<br />
whilst the player has to wait for the<br />
Focus to build after each use.<br />
The final battle of the game has a<br />
very Heavenly Sword feel. Those<br />
that have played that game will<br />
feel at home in the end of Hellblade.<br />
The fight controls are fluid<br />
and fast. The level has a sense of<br />
empowerment and hope, of light<br />
and a strong fight. It’s an unusual<br />
feeling to try and describe, and<br />
some may feel nothing at all. Following<br />
Senua’s journey is a roller
coaster ride of emotions. I can only<br />
speak as a player who fights my<br />
own mental health battles, and who<br />
has family members and friends<br />
who fight theirs. There is a great<br />
deal of the game that I understand<br />
on a personal level and I strongly<br />
believe that those with mental<br />
health challenges will feel that<br />
also. There was an understanding<br />
that the frustrations that I felt were<br />
likely there on purpose. The graphics<br />
that sometimes looked a little<br />
grainy or unusual are how the world<br />
can look to those of us with mental<br />
health issues. Given Ninja Theory’s<br />
attention to detail and accuracy,<br />
I can only assume that all of this<br />
was done on purpose to truly give<br />
players a feel of what psychosis<br />
or mental health challenges can<br />
feel like. Some players will walk<br />
away with a greater understanding<br />
of the day to day battles or a<br />
feeling that the game has helped<br />
them fight their own battles. Some<br />
may walk away thinking the game<br />
was nothing more than frustrating,<br />
and that’s ok. This game wasn’t<br />
designed to appeal to everyone or<br />
to be ‘enjoyable’ to everyone. It is,<br />
however, a game that is nothing<br />
short of inspiring and genius. Every<br />
decision Ninja Theory made holds<br />
such a great, deeper meaning<br />
that not everyone will understand.<br />
Those that do may find they are<br />
the ones who may truly love every<br />
aspect of the game – including its<br />
frustrating moments.<br />
Those who are playing the game<br />
without any personal battles will<br />
likely be able to enjoy the game for<br />
its story and playability. The gameplay<br />
is solid, the puzzles are well<br />
done and intelligent, making players<br />
truly think. Boss battles are<br />
challenging and there is a solid<br />
story that players can truly get behind.<br />
Those that stop back and truly<br />
listen will have an even stronger<br />
sense and understanding of the<br />
depth of the story, its mythology<br />
and how Senua fits within it all.<br />
Senua is a likeable character who<br />
despite her ‘demons’ is still strong,<br />
relatable and believable.<br />
Overall, this is a game I strongly<br />
recommend people play. It is available<br />
digitally on Steam and PSN.<br />
This is a game that requires an<br />
open mind, and an understanding<br />
that anything that may be frustrating<br />
or challenging is there on<br />
purpose. Players who take that on<br />
board will have a much stronger,<br />
more positive experience.<br />
BY TIFFANY DEAN
*All screenshots by Tiffany Dean - played on PS4.
YOUR gaming SAY<br />
10 CANCELLE<br />
THAT SHOULD H<br />
Despite great support from a number<br />
of developers and publishers<br />
throughout the past five years,<br />
ranging from tiny indie studios to<br />
huge AAA publishers, the Vita has<br />
still been a console full of missed<br />
potential with a number of genres<br />
and major franchises sadly missing<br />
from the handheld. While games<br />
get cancelled for every console<br />
in existence, the Vita’s lukewarm<br />
worldwide sales meant a number<br />
of projects never saw the light of<br />
day that would perhaps have been<br />
made had things turned out differently.<br />
What I’m aiming to look at in this<br />
article is ten of the more high-profile<br />
games that were either officially<br />
announced or heavily rumored to<br />
be coming to Vita but which never<br />
ended up appearing, with an examination<br />
of what we knew about<br />
them, what they could’ve been,<br />
and what happened to them.
VGCHARTZ.COM<br />
D VITA GAMES<br />
AVE HAPPENED<br />
FROM VGCHARTZ.COM<br />
BY ADAM CARTWRIGHT<br />
FROM VGCHARTZ.COM
BioShock Vita<br />
Probably the most high-profile title on the list, BioShock Vita was officially announced at E3 2011 yet went radio<br />
silent for many years afterwards, only re-surfacing years later when Ken Levine took to Twitter to explain that<br />
he still wanted to make the game but Sony and 2K had never managed to work out a deal.<br />
Rather surprisingly, it later transpired that the series’ creator didn’t envision the title as an FPS, but rather a turnbased<br />
tactics game set in pre-fall Rapture.<br />
How this would have panned out is anyone’s guess and there were more than a few rumblings of disappointment<br />
that it wasn’t an FPS, but it’s an intriguing concept and the Vita has shown itself to be a capable home for<br />
games of this style.<br />
At the very least, fans hoped that 2K and Sony would manage to get the iOS version of Bioshock onto Vita, but<br />
even that hasn’t happened and seems increasingly unlikely given that it was pulled from the app store. As such<br />
we are left completely without the franchise on the handheld; a disappointing outcome given the excitement<br />
following the announcement.
Chronos Materia<br />
Perhaps the most surprising cancellation on the list given that the studio developing it - Gust - have released a<br />
total of eight Atelier games and two Surge Concerto games on the platform, and have a ninth Atelier title lined<br />
up for 2018. Chronos Materia was to be a turn-based role-playing game that utilized the company’s strengths in<br />
character design, combat, and item creation, but what made it unique was a time-travel mechanic that allowed<br />
characters to travel back and forth to train up and defeat enemies.<br />
After being announced in 2013 for release later that year, updates on the title weren’t given for a number of<br />
years and it was presumed cancelled until official word came in 2016 that the game was no more. I wonder<br />
how much influence Koei-Tecmo’s purchase of Gust had in this decision as the company was soon developing<br />
much larger-scale games, such as Nights of Azure, while also forging on with releasing Atelier across multiple<br />
platforms (no longer releasing exclusives as before), meaning they likely no longer had the manpower for smaller<br />
projects.<br />
Whatever happened, it’s a shame this game didn’t see the light of day – although we have multiple Atelier titles<br />
to fill the void, none of them were designed specifically for Vita, nor do they include the interesting time-travel<br />
mechanics proposed.
Final Fantasy<br />
Type-0/Agito<br />
If Chronos Materia is the most surprising cancellation, then Type 0 & Agito are the most insulting. First some<br />
history – Type 0 started life as Agito XIII, a mobile game set in the same universe as Final Fantasy XIII and Final<br />
Fantasy Versus XIII. As time passed, the project shifted to PSP due to technical constraints inherent in mobile<br />
development and was handed to the team that made Crisis Core. It’s an action-RPG with some RTS elements<br />
and a darker aesthetic and story than previous titles, making it well-received among import reviewers.<br />
The project released on PSP in late 2011 in Japan and soon gained notoriety among western Vita fans who petitioned<br />
hard for its release on Sony’s newer handheld, given the PSP’s decreased prominence at western retail.<br />
Progress seemed to be made when a localization was announced on the PlayStation Blog in 2014, confirming<br />
the game was coming to Vita, only for this to quickly be amended to PS4/XB1, causing outrage among fans.<br />
Months later, a white flag was offered when Square Enix announced that their mobile companion game Final<br />
Fantasy Agito (which borrowed heavily from Type-0) would be coming to Vita as an expanded release in 2015.<br />
Months went by without any word before the mobile game was shut down and soon after the Vita version was<br />
cancelled, with the whole game being repackaged as an online multiplayer RPG. The best part? This new title<br />
was skipping Vita entirely, releasing only on PC & mobile.<br />
It seems this particular brand of Final Fantasy just was not destined for Vita, despite originating on the PSP and<br />
looking to be a great fit for the handheld. The way it was handled by Square Enix was nothing short of atrocious,<br />
providing lots of optimism for Vita fans before shooting these hopes down not just once but three times.
Ghost Recon<br />
Final Mission<br />
Of all the games on this list, Ghost Recon Final Mission is the one we probably know least about. All we have to<br />
go on was a retailer listing from 2012 that showed the title – alongside Assassin’s Creed 3 – coming to Vita.<br />
Given Assassin’s Creed happened later that year (through the side-story Liberation), it’s safe to assume that<br />
Final Mission was at least in consideration if not development at some point (possibly in development at Assassin’s<br />
Creed III: Liberation developer Ubisoft Sofia?).<br />
As such, there’s not much for me to say about this game other than why I think it would’ve been great. While<br />
the PSP entries were of varying quality, they were part of a much larger line-up of tactical shooters that included<br />
Brothers in Arms, Rainbow Six, and SOCOM. On Vita, however, Ghost Recon would’ve stood out, being the<br />
only game of this type aside from the launch title Unit 13, which had already shown us the potential of a good<br />
third-person shooter on the handheld thanks to its twin-stick controls.
Hyper Light<br />
Drifter<br />
One of the most anticipated indie games in recent memory, Hyper Light Drifter is a fast-paced action RPG with a<br />
gorgeous pixel art aesthetic, beautiful soundtrack, and minimalist story that created an absolute storm on Kickstarter,<br />
raising over $645k by its conclusion. Development went fairly smoothly and by early 2016 PC gamers<br />
had the game and console ports were to follow, but in September the developer confirmed that Vita (and WiiU)<br />
versions had been scrapped.<br />
This was particularly frustrating due to the game’s origins on Kickstarter meaning that fans had actually paid for<br />
this development and it still wasn’t being delivered. Although the developer’s health problems certainly shouldn’t<br />
be understated, a contingency plan or porting studio could have been explored before outright cancellation.<br />
Incidentally, Just Add Water (famous for the Oddworld Vita ports) reached out to the developer on Twitter, but<br />
so far there has been no update on this front.
Nier<br />
It was only recently that news of this potential port was revealed by series creator Yoko Taro. Supposedly,<br />
they wanted to give new players the chance to experience the game while simultaneously adding some extra<br />
content, making it an expanded port. Apparently, the title never happened because the team was busy with<br />
other projects at the time, so it fell by the wayside, and by the time the team was back to working on the franchise<br />
again they’d come up with ideas for a sequel, which landed on PS4/PC earlier this year, so the Vita port<br />
remained a pipe dream.<br />
If there’s one thing the Vita has shown itself to be a capable home of, it’s quirky Japanese games, and Nier is<br />
definitely up there among the quirkiest, having received a particularly notable cult following after its release.<br />
Plus, it would provide some nice genre variety, being an action game with RPG elements. Furthermore the<br />
breakout success of Automata meant a Vita port of the original game would’ve provided an ideal way for people<br />
to revisit the origins of the IP. Sadly it wasn’t to be.
Tales from the<br />
Borderlands<br />
Telltale Games rapidly went from being massive Vita supporters to not even touching it without much in the way<br />
of an explanation. With the help of Sony, its critically acclaimed title The Walking Dead: Season 1 was ported to<br />
the handheld. Telltale quickly expanded on this to include two further games – The Walking Dead: Season 2 and<br />
The Wolf Among Us. Following that, Tales from the Borderlands was confirmed at E3 2014, while sizzle reels at<br />
E3 2015 showed Game of Thrones and Minecraft Story Mode for Vita as well.<br />
Yet by the start of 2016 none of these games had been released and the situation was looking increasingly<br />
bleak. Telltale PR man Job Stauffer re-confirmed the company’s commitment to the platform early last year, but<br />
as the holidays hit and there was still no word on any of the games it seemed increasingly likely they weren’t<br />
coming at all – especially given that Telltale was refusing to respond to any questions about the Vita on social<br />
media.<br />
The reason I singled out Tales from the Borderlands is that it’s by far the best looking of the three that were announced<br />
but never arrived and, indeed, it was the best reviewed, so it’s a shame it never came to the handheld.<br />
Amusingly, the game was actually included on the blue Vita slim’s box when it released in North America, along<br />
with a ‘coming soon’ release date, so Sony was definitely confident it was going to be released.
Terrorforge<br />
Unseen64 has been a great source of information for finding out about games that we otherwise wouldn’t have<br />
known even existed and the website really pulled through in unearthing details about this particular title. Pitched<br />
as a Vita-exclusive title to release during the console’s first year, Terrorforge was a sort of god-game where the<br />
player controlled the forces of nature to defend planet Earth from alien invaders. It would have made use of both<br />
front and rear touch to control powers such as summoning earthquakes or tornadoes.<br />
Although the game was only ever in the early prototyping stages, it sounded extremely cool and would’ve made<br />
a nice addition to the Vita’s library, as there really isn’t very much similar on the console or even elsewhere (Eric<br />
Chahi’s From Dust being the closest game I can think of). It sounds like it also would’ve made nice use of the<br />
unique inputs available.<br />
The game was pitched to Sony itself and – as we’re all aware – it dropped support for Vita fairly swiftly, meaning<br />
the project never received a greenlight in the first place and wasn’t even shopped around to other publishers,<br />
so sadly it never saw the light of day.
WARRIOR’S LAIR<br />
(AKA RUIN)<br />
If there’s one thing fans seem to universally agree is missing from Vita’s line-up, it’s a good loot-heavy dungeon-crawling<br />
RPG in the Diablo vein. Although Dungeon Hunter Alliance made a decent budget substitute, and<br />
things like Fantasy Hero: Unsigned Legacy emulate the experience, there’s really not been anything to properly<br />
plug the gap. If it had ever released, Warrior’s Lair would definitely have been that game.<br />
Revealed alongside the console at E3 2011 and originally known as Ruin, the game took the dark fantastic aesthetic<br />
of so many in the genre inspired by Diablo, as well as many of the core mechanics of isometric ARPGs.<br />
Its unique twist was a content creation tool – players could create and edit their own dungeons to store loot in,<br />
which could then be a location for other adventurers to explore, providing it with a potentially endless stream of<br />
content.<br />
Sadly the game hit trouble when its developer, Idol Minds, was taken off the project in April 2012 and development<br />
was handed to in-house SCE developer Sony San Diego. After this the project went quiet until its eventual<br />
cancellation in July 2013. The reasons for this remain unknown, but prior to cancellation a former developer supposedly<br />
predicted its fate and noted that Vita games had been given a Metascore target to hit, which numerous<br />
titles missed, leading to Sony becoming sceptical of upcoming projects.<br />
It marked a sad end to a title that would’ve made a fantastic addition to the Vita’s library.
Zone of the Enders<br />
HD Collection<br />
As with Warrior’s Lair, Zone of the Enders was another announcement at a major press conference that didn’t<br />
materialize. This one was announced at Sony’s pre-TGS press conference in 2011 by none other than Hideo<br />
Kojima himself, alongside revealing that the Metal Gear Solid HD Collection would also be hitting the handheld.<br />
While the latter title did eventually arrive, ZoE HD never did.<br />
Presumably there are multiple reasons for this cancellation. Upon release, the home console versions received<br />
negative feedback for looking bad and running poorly – and it took nearly a year to be patched on PS3 (the<br />
Xbox 360 version was never fixed) - likely meaning Vita optimisation would have been difficult. In addition, the<br />
sales of the PS360 ports were cited by Konami as ‘disappointing’ and plans for a new sequel were scrapped.<br />
Those factors, combined with the Vita’s lukewarm hardware sales, meant there was ultimately no future for<br />
Zone of the Enders on Vita (although Konami have recently revived the IP for PS4 in one of the most surprising<br />
announcements of TGS 2017).<br />
As with all of the cancellations on this list, it’s a shame to see the game not hit the console, particularly as the<br />
Vita has been quite a good home for great mech-action games (Gundam and Macross among others), as well<br />
as Hideo Kojima’s other works (the first three Metal Gear Solid games).
CONCLUSION<br />
I’ve always seen Vita as the little<br />
handheld that could. Despite lukewarm<br />
hardware sales and lack of<br />
backing from Sony, the console<br />
has maintained a steady stream<br />
of amazing games throughout its<br />
life. Whether this was through surprise<br />
localization announcements<br />
(DanganRonpa, Demon Gaze), indie<br />
games which sold well enough<br />
for their creators to pledge ongoing<br />
support for the console (Retro<br />
City Rampage, Thomas Was<br />
Alone), or fan-driven movements<br />
to get specific titles (Borderlands<br />
2, Oceanhorn), the platform has<br />
proved a surprisingly great market<br />
for a number of developers and<br />
publishers.<br />
In spite of this, some titles just haven’t<br />
been able to come to fruition<br />
for a number of reasons, ranging<br />
from performance problems to<br />
legal struggles and everything in<br />
between, although the biggest hurdle<br />
seems to remain that the Vita<br />
just hasn’t sold very well. This has<br />
meant a lot of lost potential for fantastic<br />
handheld titles, and although<br />
I personally don’t feel disappointed<br />
with the experience I’ve had with<br />
Vita in the slightest, it’s difficult not<br />
to lament what could have been.<br />
BY ADAM CARTWRIGHT<br />
FROM VGCHARTZ.COM
YOUR gaming SAY<br />
ATARIBOX:<br />
PICS AND NEWS!<br />
The pictures we’re sharing today<br />
are of first prototypes. Everyone<br />
that has seen Ataribox first-hand<br />
loves it, feeling the Atari 2600 influence,<br />
while still being a modern<br />
design.<br />
Ataribox will be powered by an<br />
AMD customized processor, with<br />
Radeon Graphics technology.<br />
It’ll run Linux, with a customized,<br />
easy-to-use user interface. This<br />
approach means that as well as<br />
being a great gaming device, Ataribox<br />
is also a full PC experience for<br />
the TV, bringing you streaming, applications,<br />
social, browsing, music,<br />
and more.<br />
Most TV devices have closed systems<br />
and content stores. Linux lets<br />
us be more open; you can access<br />
& customise the OS, & you can<br />
access games you’ve bought from<br />
other content platforms (if compatible<br />
with the OS and HW).<br />
There will be tons of classic Atari<br />
retro games pre-loaded, & current<br />
titles from a range of studios (we’ll<br />
start talking titles very soon, stay<br />
tuned).<br />
We’re launching Ataribox on Indiegogo<br />
this fall (read: pretty soon).<br />
To reiterate why: we want you, the<br />
Atari community, to be part of this<br />
launch. We want you to have early<br />
access, grab special editions (&<br />
pricing) and to have you as active<br />
partners in the rollout of Ataribox.<br />
We want you to be part of the story.<br />
We plan on shipping late Spring<br />
2018, with an expected price<br />
range of $249-$299 (depending<br />
on specific editions & memory<br />
configurations).<br />
Hope you like what we are sharing<br />
today, and are ready for lots more<br />
in the weeks ahead.<br />
The Ataribox team.
YOUR gaming SAY<br />
HAND OF<br />
THE GODS:<br />
SMITE TACTICS<br />
ENTERS FREE EARLY<br />
ACCESS ON STEAM
September 14, 2017 – Melbourne,<br />
Australia – Hi-Rez Studios announced<br />
today that its turn-based<br />
strategy card game Hand of the<br />
Gods is expanding its Open Beta<br />
to Steam’s Early Access program.<br />
Players will have the opportunity<br />
to discover, download, and play<br />
Hand of the Gods for free through<br />
Steam’s distribution ecosystem<br />
starting now.<br />
The release on the Steam platform<br />
comes shortly after the release of<br />
a patch containing additional features<br />
improving on both the ingame<br />
and out-of-game player experience.<br />
These features, including<br />
the refinement of Combat Logs<br />
and the new additions of Clans<br />
and a Deck Tracker, have been requests<br />
made by the community of<br />
Hand of the Gods and will be available<br />
to new Steam players.<br />
“In conjunction with our community,<br />
we’ve implemented several<br />
requested features, and expanded<br />
upon the core experience that<br />
players enjoy every time they log<br />
in,” said Scott Lussier, Lead Designer<br />
on Hand of the Gods. “Bringing<br />
Hand of the Gods to Steam is a<br />
major step for us, and we’re excited<br />
for new players to discover their<br />
personal playstyle.”<br />
The arrival of Hand of the Gods<br />
on Steam also introduces the new<br />
Starter Pack which contains a collection<br />
of 7 core packs and a skin<br />
for Ra, leader of the Egyptian pantheon.<br />
Additional card packs can<br />
also be earned through gameplay,<br />
and each pantheon offers a unique<br />
strategy for players to experience.<br />
“Hand of the Gods has already<br />
attracted a passionate following,<br />
and we look forward to more players<br />
downloading Hand of the Gods<br />
for free through Steam,” said Scott<br />
Zier, Executive Producer on Hand<br />
of the Gods. “We’ve seen a variety<br />
of strategies emerge from the<br />
content we’ve released so far, and<br />
we are excited to see how players<br />
will use the new cards we are<br />
thinking up.”<br />
New cards and ongoing balance<br />
adjustments are no stranger to<br />
Hand of the Gods, and Hi-Rez expects<br />
to add the game’s 7th pantheon<br />
in the near future. Led by<br />
Ganesha, the Hindu pantheon is<br />
coming soon, and will feature new<br />
God, creature, and spell cards,<br />
making this a perfect time for new<br />
players to check out Hand of the<br />
Gods.<br />
Visit store.steampowered.com/app/648430<br />
to download and play Hand of<br />
the Gods for free on Steam today,<br />
and for the latest information<br />
on Hand of the Gods follow<br />
the developers on Twitter<br />
@PlayHotG.
COSPL
AY
COSPLAY
HeatherAfter<br />
COSPLAY<br />
Welcome to <strong>Live</strong> <strong>Magazine</strong>, tell us<br />
about the cosplay scene in Colorado...<br />
Thanks for having me. I think that<br />
the cosplayers here are extremely<br />
talented, but also very laid-back.<br />
Most people are very helpful, and<br />
generous with their knowledge. It’s<br />
a good place to be.<br />
How did you get involved in cosplay<br />
and when was that?<br />
My first experience with cosplay<br />
happened in 1996. I have always<br />
been creative, and a longtime fan of<br />
anime and video games. So when a<br />
friend invited me to come with her to<br />
Anime Weekend Atlanta and dress<br />
up in costume I was 100% on board!<br />
I attended the con as Devil Hunter<br />
Yohko, and was delighted to find out<br />
that there were lots of other people<br />
who were into the same nerdy things<br />
that I enjoyed. I didn’t enter the costume<br />
contest my first time out, but<br />
I still had a blast dressing up.....and<br />
was excited to do so again!<br />
And you met your husband at a<br />
“con” tell us about that.<br />
We met at DragonCon 2000. By that<br />
time I had been cosplaying for a few<br />
years, and was working as a spokesmodel<br />
while going to school. Jason<br />
was a guest of the con. He was one<br />
of the comic book artists at Gaijin<br />
Studios. A mutual friend introduced<br />
me to the members of Gaijin Studios,and<br />
Jason and I just “clicked”. It<br />
wasn’t anything romantic at first; I<br />
lived out of state and neither one of<br />
us was looking for a relationship. We<br />
just enjoyed each other’s company.<br />
A few months later I finished with<br />
school and moved back to Georgia.<br />
Jason and I reconnected at his<br />
birthday party, and he invited me to<br />
collaborate with him on some of his<br />
comic work. The rest is history! We<br />
have been creating artwork together<br />
ever since, and got married in 2003.<br />
You’ve been quite successful with<br />
your cosplay in that you’ve been<br />
asked to freelance with some major<br />
companies, how did you get started<br />
with that part of your cosplay?<br />
It started small at first... Early on I got<br />
to be friendly with a number of convention<br />
guests and vendors. Conventions<br />
were much smaller back<br />
then, so you tended to see the same<br />
people over and over again in different<br />
parts of the country. It wasn’t<br />
long before some of my new friends<br />
asked me to work their tables at the<br />
conventions. I was delighted to help<br />
out, and earn a little money over the<br />
weekends. Plus I got to wear my<br />
costumes! I also entered the cosplay<br />
contests on a regular basis, and<br />
won a number of major awards. By<br />
1998 I had achieved Master rank,<br />
and was one of the first cosplayers<br />
in the USA to be invited to conventions<br />
as a guest. I continued to compete<br />
in cosplay competitions when<br />
I was not attending as a guest, and<br />
was approached by Sy Picon (CEO<br />
and Owner of SyCoNet Productions)<br />
after winning 1st Place at Master<br />
Level and Best in Show at Animazement<br />
2000. He asked me to be the<br />
company’s official spokesmodel,<br />
which was a dream job at the time.<br />
Also you’ve been involved with judging,<br />
can you tell us about judging and<br />
perhaps share a few tips for cosplayers<br />
wanting to enter competitions.<br />
Judging has become a lot harder<br />
since the cosplay scene exploded<br />
in the mid-2000s! There are so<br />
many incredibly talented people with<br />
amazing costumes. I think it always<br />
helps to have a professional-looking<br />
costume. That is, take some time to<br />
iron-out any fold marks, finish your<br />
seams, etc. Also, if you can remember<br />
to take photos during your construction<br />
process, and bring them to<br />
show the judges, that is always very<br />
helpful.<br />
The best thing you can do is to be<br />
positive and have fun! Cosplay competitions<br />
nowadays can be extremely<br />
long and stressful. If you can
manage to stay happy and positive<br />
throughout then the judges and the<br />
audience will respond in kind.<br />
What’s been some of your favourite<br />
cosplays?<br />
I have such a hard time choosing!<br />
Typically I tend to like the costume(s)<br />
that I most recently finished best!<br />
However, there are a few standouts<br />
that I remember fondly mostly because<br />
I’m a big fan of the characters<br />
I’m cosplaying. Tifa from FFVII is<br />
definitely a favorite. I also adore Talia<br />
Al Ghul (before the writers made<br />
her psycho), and pretty much anything<br />
Pokemon.<br />
And most challenging?<br />
Probably the most challenging costume<br />
that I have made/worn was my<br />
Tama-neko mascot costume from<br />
Fushigi Yuugi. I decided to step out<br />
of my comfort zone by constructing<br />
and wearing a fursuit! It came-out<br />
looking really cute, and got lots of<br />
positive responses. However it was<br />
extremely hot to wear, I couldn’t see<br />
well at all, and my movements felt<br />
restricted. I’m glad that I made it,<br />
but I don’t feel any desire to make<br />
another mascot costume.<br />
What about memorable moments at<br />
cons - any you can share?<br />
So many! Darth Vader (David<br />
Prowse) and I devoured his birthday<br />
cake using only our hands. Bruce<br />
Campbell (who I’ve had a crush on<br />
forever) sought me out to talk cosplay,<br />
and hugged me during an autograph<br />
session. I was brought up on<br />
stage during opening ceremonies at<br />
Nan Desu Kan so that the entire convention<br />
could sing me ‘Happy Birthday’.<br />
Bengus and Akiman (Capcom<br />
artists and living legends) sought out<br />
Jason and I at San Diego Comic Con<br />
to compliment our artwork and exchange<br />
sketches. Starbuck (Katee<br />
Sackhoff) flipped-out over the cuteness<br />
of my 1 year old son, and wanted<br />
pictures with him. ....and I could<br />
go on for a while! I’ve met so many<br />
talented people that I admire over<br />
the years, and am incredibly grateful<br />
to have such fun memories.<br />
Your also a freelance artist, what<br />
sort of work are you doing there?<br />
I started-out working as an inking<br />
assistant and colorist in the comic<br />
book industry. Then my husband and<br />
I became known for our pinup work,<br />
which has been featured in numerous<br />
publications such as Playstation<br />
<strong>Magazine</strong>, PSM, Play’s Girls of Gaming,<br />
etc. More recently, I’ve done<br />
contract work for Sony Computer<br />
Entertainment America, Google, and<br />
several other companies. I am currently<br />
contracted to do design work<br />
for some of the medical professionals<br />
in my area.<br />
So, just to finish up - can you share<br />
maybe a five tips for new cosplayers?<br />
1. Always have safety-pins on-hand!<br />
Even if you don’t need them, someone<br />
else might.<br />
2. Get nice photos of your costumes.<br />
3. Don’t break the bank.<br />
4. Be yourself.<br />
5. Be kind and have fun!<br />
If you are interested in more tips<br />
then stop by my Facebook page for<br />
‘Tip Tuesday’. I share a new tip or<br />
tutorial every week.<br />
And where can our readers go to<br />
see more of your cosplay?<br />
Here’s my Facebook page:<br />
HeatherAfter Cosplay -<br />
www.facebook.com/heathercosplay<br />
I’m also on DeviantArt:<br />
heatheraftercosplay.deviantart.com
Photographer: MartinArt Studio - www.facebook.com/MartinArt-Studio-897089090364888/<br />
ONLINE:<br />
www.facebook.com/<br />
heathercosplay<br />
www.heatheraftercosplay.deviantart.com
Photographer: Adrian Cullen Photography - www.facebook.com/CuileannsPhotography
Photographer: Miss E Laney Arts - www.facebook.com/misselaneyarts<br />
Photographer: HearterAfter Cosplay - www.facebook.com/heathercosplay
Photographer: Nikki Lee Photography - www.facebook.com/chandlernikki.lee
COSPLAY<br />
MIKE ROLLERSON<br />
It’s <strong>October</strong> and for many of us, that’s<br />
the start of our month long celebration<br />
of the creepy. Halloween, whilst<br />
massive in the U.S is growing here<br />
in the Southern Hemisphere but it’s<br />
still has a way to go. We decided to<br />
catch up with regular guest of <strong>Live</strong><br />
<strong>Magazine</strong>, Mike Rollerson, and ask<br />
him a bit about Halloween in the U.S.<br />
Mike, is Halloween as big as we see<br />
in movies and TV?<br />
Halloween is huge in the states! It’s<br />
actually a lot of fun as it starts to<br />
creep into stores and movies a few<br />
months before <strong>October</strong> 31st and<br />
lots of little haunted houses begin<br />
to pop up around town. I always look<br />
forward to checking out the events<br />
around town - some of them will<br />
begin building sets in July for a September<br />
opening, so there’s definitely<br />
some time involved in creating these<br />
events!<br />
What’s your plans leading up to Halloween<br />
- got any shoots planned?<br />
The local haunted houses are just<br />
beginning to open their doors which<br />
will keep me busy through Halloween!<br />
We’re fortunate to have several<br />
nearby in the immediate area<br />
and each of them go all-out with the<br />
sets, FX makeup, lighting and scare<br />
actors. I’ll be shooting at each of<br />
these events throughout the month<br />
and trying to squeeze in a few horror-themed<br />
shoots inbetween! Since<br />
Halloween is such a busy time for<br />
me, I tend to work with many of these<br />
scare-actors off-season to keep<br />
Halloween going year round through<br />
photoshoots! I also started shooting<br />
some video last year and had a<br />
great time with that; with Halloween<br />
season here I’m hoping to shoot all<br />
new content this time around.<br />
You’ve been busy with your Instax<br />
project, how’s that going?<br />
The Instax project has been keeping<br />
me busy! I’ve been experimenting a<br />
lot more with it lately, syncing them<br />
up with studio lights, using non-traditional<br />
effects and trying to capture<br />
some really fun shots. I’ve made it<br />
up to about a dozen instant cameras<br />
now and each has it’s own unique<br />
look; some have a very clean, almost<br />
digital look while others have<br />
a very retro-looking distorted image.<br />
There’s just something about film<br />
and the look that it gives that you<br />
just don’t get with digital. I’m currently<br />
shooting about 200-300 shots per<br />
week and having a blast with it still!<br />
Where are you planning to go with<br />
it? Can we hope for a book?<br />
Lately I’ve started to mix the instax/<br />
film shots into my digital work to create<br />
some composites as a way to<br />
showcase them. I’ve always been<br />
a big fan of printed photos/art (my<br />
studio walls are covered with large<br />
prints from over the years) which is<br />
what got me into Instax as a neat<br />
“behind the scenes” snapshot. Over<br />
time I’ve really begun to make it<br />
an equal focus to the digital work,<br />
shooting about an even amount of<br />
digital and instant-film shots during<br />
shoots. I’ve started creating albums<br />
of these, but the ultimate goal is to<br />
go into print with them.<br />
Offering prints of digital work is common<br />
but with Instax being a one-ofa-kind,<br />
it’s harder to offer the same<br />
thing without selling the original.<br />
Creating a full book showcasing the<br />
different styles is definitely where I’d<br />
like to go with this. Stay tuned and<br />
we might see something coming out<br />
of that :)<br />
Is film easy to get and where do you<br />
go to stock up?<br />
Film itself is easy to get in America.<br />
Instax, in particular, is readily available<br />
at all of the online and local retailers<br />
and has even found it’s way<br />
into some grocery stores and chains<br />
you wouldn’t expect. I tend to order it<br />
online in bulk (40-50 boxes at a time)<br />
since it’s sometimes a little more affordable.<br />
For some of the specialty<br />
films I find myself ordering it from<br />
overseas a couple times per month
as it’s more readily available (and affordable)<br />
than buying from the local<br />
importers.<br />
You’re doing posters now, tell us<br />
about that.<br />
I’ve always been a big fan of posters<br />
and large-scale prints. There’s<br />
just something special about a large<br />
printed piece that you don’t see with<br />
a digital piece. With almost everyone<br />
shooting digital nowadays (either<br />
on their phone or with a DSLR), you<br />
don’t see many actual photos nowadays.<br />
I’ve started to offer some of my<br />
favorite shots from over the years in<br />
poster options. For me it isn’t even<br />
about finding a way to make a profit<br />
from them (there’s very little involved<br />
after all of the work of printing/<br />
packaging/shipping them), it’s more<br />
about seeing the artwork displayed<br />
by others and a way of sharing some<br />
of the content.<br />
You love horror so what’s your top 5<br />
horror movies?<br />
I love horror movies but tend to have<br />
a terrible taste in them! My love for<br />
them is more in the styling, sets and<br />
characters than the movies itself.<br />
Movies like the Saw series, Silent Hill<br />
and Resident Evil have always had<br />
some great looking design (but.. not<br />
so great of a movie!). Aside from the<br />
design, I just love the creative ideas<br />
behind horror movies; so many<br />
have very unique premises that they<br />
always feel fresh to watch. I don’t<br />
think I could narrow it down to just 5<br />
- there are so many great ones out<br />
there for different reasons!<br />
And the worst horror movie you’ve<br />
seen?<br />
This one was a lot easier: The Blair<br />
With Project.<br />
At the time there was hype for it<br />
everywhere. The idea was great<br />
and I couldn’t wait to see it. I remember<br />
sitting in the front of the<br />
theater watching it, waiting for it to<br />
“get good”.. I kept feeling that it was<br />
about to happen at any moment.<br />
At the very end it got to the point<br />
where you felt “This is what we’ve<br />
been waiting for” only for the credits<br />
to start rolling. This is the worst<br />
(or most disappointing) horror movie<br />
I’ve seen. There are bad movies but<br />
they tend to be labeled as such.<br />
Well, Happy Halloween Mike - where<br />
can our readers go to catch up with<br />
you?<br />
Happy Halloween everyone! I’m<br />
most active on Instagram ( Instagram.com/MikeRollerson<br />
) and tend<br />
to share any photos, videos and behind-the-scenes<br />
updates on there!<br />
ONLINE:<br />
www.instagram.com/MikeRollerson<br />
www.facebook.com/ MikeRollersonPhotography
BECOMING<br />
WONDER
WOMAN<br />
ONE WEEK TO WONDER WOMAN<br />
A brief cosplay guide from construction to photography by Tiffany Dean Cosplay<br />
Wonder Woman is a character<br />
that has been an icon and inspiration<br />
for decades. She has empowered<br />
vast amounts of people<br />
around the world, regardless of<br />
gender, ethnicity, religion or anything<br />
else that can create barriers<br />
between people. Despite all<br />
of this, she had yet to make the<br />
impact on the big screen that<br />
she deserved. Superhero movies<br />
could be hit and miss, and those<br />
that featured our female heroines<br />
often fell short in comparison to<br />
their male or group counterparts.<br />
That all changed when we caught<br />
Gal Gadot as Wonder Woman in<br />
Batman vs Superman. It wasn’t<br />
long before fans started crying<br />
out for Wonder Woman to have<br />
her own movie.<br />
The prayers were answered and<br />
the hype began.<br />
Wonder Woman is a character<br />
I have only cosplayed once before.<br />
It was before I actually cosplayed,<br />
and it was a cheap, awful<br />
eBay costume that is lost in the<br />
depths of recycled plastic. As<br />
soon as I tossed that awful costume<br />
(I admit I still LOVE the design<br />
of it though), I knew that one<br />
day, Wonder Woman was someone<br />
I needed to revisit. As I was<br />
always powering ahead with new<br />
costumes, I couldn’t find the time<br />
or drive to go back and make<br />
something I had already worn. I<br />
also wasn’t drawn to many of her<br />
other iconic outfits, so I sat in a<br />
conundrum of what to do.<br />
When the Wonder Woman movie<br />
images were slowly drizzling<br />
through prior to the release of<br />
the movie, I had had every intention<br />
to make her training outfit. I<br />
thought it would be something<br />
different and an outfit that may<br />
not get lost in a flood of amazing<br />
Wonder Woman cosplayers.<br />
When the movie finally hit our<br />
screens, my heart was leading
me to her main outfit. Throughout<br />
history, we have recognised<br />
Wonder Woman from the red and<br />
blues on her outfits. I knew I wanted<br />
to stay true to the history of<br />
Wonder Woman, but also knew<br />
that this outfit was more ‘me.’<br />
With this in mind, I began my task<br />
to construct my first real Wonder<br />
Woman cosplay. I wanted this to<br />
be a speed build between some<br />
larger costumes, and I wanted to<br />
pump it out fast whilst my mind<br />
was in Wonder Woman mindset.<br />
I began by creating templates of<br />
my arms (for the gauntlets) and<br />
body (for the corset). To do this,<br />
I simply wrapped myself in cling<br />
wrap and covered myself in duct<br />
tape. I would recommend having<br />
a helper with this as it can be a<br />
little dicey cutting yourself free,<br />
and if you tape yourself too tight<br />
it can cause panic attacks from<br />
restricted breathing ability... From<br />
there, I simply cut out my duct<br />
tape pattern and transferred it to<br />
my chosen material – in this case<br />
I used Foam. To shape the foam<br />
for a better fit, I blasted it with a<br />
heat gun and formed it against<br />
where it needed to go, holding<br />
it there until it cooled down so it<br />
would hold its shape.<br />
The next step was to add more<br />
details. For most of these, I would<br />
sketch the pattern on paper,<br />
transfer it to foam and then glue<br />
the layers on one by one. To fasten<br />
the armour, I used heavy duty<br />
velcro, hidden under layers and<br />
details and I finished by carving<br />
out some battle damage with a<br />
rotary tool.<br />
The leg armour was constructed<br />
in the same way – however I did<br />
not create a duct tape pattern<br />
here, I made a paper template.<br />
For gluing details and armour, I<br />
only ever use contact glue. Hot<br />
glue is not strong enough under<br />
load. Contact glue will generally<br />
not come apart – your foam<br />
would break before the glue bond!<br />
Be warned that when using contact<br />
glue, you must wear a mask<br />
as it has a very strong (and likely<br />
toxic!!) smell. For the gauntlet details,<br />
I carved lines with a Stanley<br />
Knife and hit it with heat to define<br />
them more.
Up next was creating the arm<br />
band, headdress, shield and<br />
sword. Paper templates / patterns<br />
were drawn up for the arm<br />
band and headdress, transferred<br />
to foam and then covered in Worbla<br />
and shaped. Heavy duty elastic<br />
was glued (with contact glue!)<br />
at the back so they could stay in<br />
place when wearing.<br />
As this was a costume I was making<br />
fast, I knew I wouldn’t have time<br />
to create a shield from scratch.<br />
My answer was to buy a cheap<br />
Captain America shield off eBay<br />
so I could modify it. I used craft<br />
foam to level the area around the<br />
star and used a Dremel (rotary<br />
tool) to create the indented line<br />
details. For the rest of the details,<br />
I used strips of Worbla.<br />
The sword I made in a few short<br />
hours, starting with a hobby foam<br />
base. I drew my sword on here<br />
freehand, carved it out, covered<br />
it in Worbla and then used Apoxie<br />
Sculpt to create the details on<br />
the hilt. This also added a nice<br />
amount of weight (I like a bit of<br />
weight to my props as it adds a<br />
sense of realism when holding<br />
them, just try and not make them<br />
insanely heavy!).<br />
The next step was to create the<br />
skirt and leather strapping / Lasso<br />
of Truth.<br />
Using my trusty paper template<br />
method, I created a template for<br />
the skirt. This took a bit of trial<br />
and error, but one important thing<br />
to not forget is the curve of your<br />
butt!! This means that the back<br />
piece you need to make longer<br />
so it sits where you need (Bazinga<br />
for scale).<br />
When I had all my skirt templates<br />
ready, I transferred them<br />
to leather and stitched them to<br />
an elastic waistband I created.<br />
For those that have more time,<br />
or are spending more time on a<br />
Wonder Woman build, make sure<br />
to take your time with placement<br />
here. That was something I didn’t<br />
do, and whilst it all fit ok, there are<br />
definitely changes I would make<br />
(and may yet fix up). I painted gold<br />
edging straight on to the leather<br />
as in some shots of the actual<br />
costume it looks flush, and in<br />
some it looks raised. Craft foam<br />
or soft leather could be used to<br />
create a layer if you opt for that<br />
option.<br />
Fabric choice is also important<br />
here – I tried vinyl initially as it<br />
held paint well, but with a bit of<br />
glue and paint, it became like stiff
cardboard. I then tried to paint<br />
nappa leather I had on hand as<br />
it was thick and strong but had<br />
the right amount of drape. Unfortunately<br />
paint did not hold as<br />
the leather was already coated.<br />
I then tried faux leathers but had<br />
the same issue with paint not<br />
grabbing. Getting the colour and<br />
texture was important to me, so<br />
I did some Googling and found<br />
an amazing shattered glass texture<br />
blue leather. For those aiming<br />
for total accuracy, the entire<br />
Wonder Woman costume is actually<br />
leather... You can wet certain<br />
leathers and form them to create<br />
armour. This was my initial plan,<br />
but as I was making this costume<br />
fast and being cost efficient and<br />
using what I had on hand, I decided<br />
learning leather sculpting was<br />
something I would save for another<br />
costume.<br />
For the leather strapping, I used<br />
some faux leather / vinyl I had on<br />
hand, cut out some strips, made<br />
some craft foam details and created<br />
a hidden Velcro opening. I<br />
bought some gold rope and that<br />
was my Lasso of Truth!<br />
The final stage was painting<br />
everything! I primed all of the<br />
pieces with FlexiBond, using a<br />
stiff bristled brush to brush on the<br />
texture of Wonder Woman’s armour.<br />
For the gauntlets, I watered<br />
down the FlexiBond to create a<br />
smoother finish.<br />
For the main armour pieces, I created<br />
a metallic red paint by mixing<br />
red, bronzes and a metallic<br />
medium. I used some of this and<br />
added black to create a dark colour<br />
for details. I then used a red<br />
metallic spray paint to brighten up<br />
and deepen the reds, as well as<br />
give it an even stronger metallic<br />
finish.<br />
The gold pieces were multiple<br />
layers of gold over a black base.<br />
I used different golds for different<br />
areas – some golds richer than<br />
others. I again mixed in black to<br />
create a deeper colour for details.<br />
I used a hint of silver for<br />
some areas to create a contrast,<br />
and a pale gold to create subtle<br />
highlights.<br />
The shield was primed with a<br />
spray primer and painted with<br />
various spray paints. I wanted the<br />
colour to be a metallic dark granite<br />
/ brownish grey colour with a<br />
mottled look. I sprayed a couple<br />
of coats of my spray paint and<br />
then painted the gold and silver<br />
in various shades. The gauntlets<br />
were sprayed with a chrome<br />
spray paint, and the gold painted<br />
over. The gold required a few layers<br />
as it doesn’t go over chrome<br />
paint very easily! The ‘leather’<br />
straps (really just foam!) were<br />
painted with brown paint.<br />
The sword blade was also primed<br />
and painted with chrome paint,<br />
and various golds used on the hilt.<br />
The final step in the Wonder<br />
Woman journey was a photoshoot.<br />
Rob Jenkins Photo was kind<br />
enough to let me come down<br />
to the Gametraders studio for<br />
some quick snaps. We opened<br />
up our Pinterest board (I highly<br />
recommend people use this as<br />
it’s great for inspiration and ide-
as, and gives both photographer<br />
and cosplayer something to work<br />
with).Rob, Cosmo and I looked<br />
at our inspiration photos so we<br />
could recreate poses we liked as<br />
accurately as we could.<br />
I unfortunately forgot to take my<br />
leather straps and Lasso of Truth<br />
(internal crying!!) but next time I<br />
won’t forget. Here are some of<br />
our photographic endeavours!<br />
And also be smarter than me –<br />
wear a nude coloured bra!! Or a<br />
strapless one...<br />
I hope this article has helped others<br />
in costume creating, whether<br />
it be Wonder Woman or someone<br />
else!<br />
Happy cosplaying and photographing!<br />
Rob Jenkins Photo:<br />
facebook.com/robjenkinsphotography<br />
Tiffany Dean Cosplay:<br />
facebook.com/tiffanydeancosplay
EHIND THE SCENES
MATERIALS<br />
Worbla and Foam – The Huntbury Armoury<br />
Craft Foam – Lincraft<br />
Foam – The Reject Shop<br />
Contact Glue / Hobby Foam / Spray Paint / Velcro – Bunnings<br />
FlexiBond / Apoxie Sculpt – Adelaide Moulding and Casting<br />
Top Coat / Paints – Riot Art<br />
Paint – Lincraft / Spotlight / Art Stores / Neds etc<br />
Captain America Shield – eBay<br />
Leather – East Coast Leather<br />
Faux Leather / Vinyl – Spotlight / Lincraft<br />
Elastic - Spotlight
THE $1 BILLION<br />
Instagram<br />
GOLD MINE!
INSTAGRAM FOR THE FAMOUS<br />
AND NOT-SO-FAMOUS...<br />
I was browsing Harper’s Bazaar<br />
online the other day (hey I do model<br />
photography!) and came across<br />
a very interesting statistic... apparently<br />
industry experts, in around<br />
2015, estimated that brands spend<br />
more then $1 billion per year on<br />
sponsored Instagram posts. That’s<br />
a lot of money that use to be spent<br />
on traditional media! Social media<br />
sponsorship is a whole new world<br />
of marketing and it’s opened the<br />
doors to just about anyone who’s<br />
willing to put in the hard work, has<br />
talent and drive to make either a<br />
part time or full time income from<br />
their passion. But first a short history<br />
lesson on advertising...<br />
If you were to jump back into some<br />
sort of time machine, and set the<br />
date for around 1970 through to<br />
the 80s or 90s, there wasn’t too<br />
many ways to get known locally,<br />
let alone be world famous. You<br />
had to be a star ( or rising star ) of<br />
stage, screen, music, art ... maybe<br />
politics, medicine, science, humanities...<br />
On the darker side of life,<br />
some have committed crimes for<br />
fame:<br />
John Hinckley Jr - He attempted<br />
to assassinate President Ronald<br />
Reagan so that he could use the<br />
‘fame’ to get the attention of actress<br />
Jodie Foster who he was in<br />
love with.<br />
Tonya Harding - The figure skater<br />
so badly wanted to be the most famous<br />
that she conspired to have<br />
her competitor, Nancy Kerrigan,<br />
attacked. The result was Kerrigan<br />
recovered and placed higher then<br />
Harding, who sunk to the lows of<br />
the celebrity world doing a sex<br />
tape and celebrity boxing.<br />
In contrast we have millions of talented<br />
people who made art, music<br />
films and other forms of entertainment<br />
or knowledge that gained<br />
fame as a by product of their endeavours.<br />
Albert Einstein for example<br />
is a Nobel laureate in physics,<br />
Nelson Mandela, Nobel laureate for<br />
peace suffered years of imprisonment<br />
for his beliefs. Musicians, artists,<br />
creators, scientists, doctors<br />
and leaders of nations have become<br />
famous as a result of their<br />
hard work and dedication.<br />
In video games we have people<br />
like Hideo Kojima who developed<br />
Metal Gear Solid, Sid Meier of Civilisation<br />
fame and Carol Shaw who<br />
is noted as the first woman game<br />
designer who, whilst working for<br />
Atari worked on 3-D Tic Tac Toe<br />
and world on Super Breakout.<br />
These people became famous,<br />
not because they sought fame but<br />
because of their talent. Today that<br />
line has blurred. Some people are<br />
famous for simply, being famous.<br />
Today, the whole game has<br />
changed dramatically.<br />
Traditional media doesn’t have the<br />
same power it once had. <strong>Magazine</strong>s<br />
and newspapers have been<br />
closing in the hundreds each year.<br />
The internet and particularly social<br />
media has fragmented how<br />
we consume entertainment. No<br />
longer do we sit down on Sunday<br />
night at 8.30 for the “Sunday<br />
Night Movie” we have Netflix, Stan,<br />
HBO, iTunes,YouTube and Amazon<br />
among others to watch what we<br />
want when we want. Social media<br />
sites like Instagram allow anyone<br />
with a talent to gather faithful followers<br />
and engage with them by<br />
sharing content. Then, if you’re<br />
good at creating interesting content<br />
and good at gaining followers,<br />
suddenly you’re the “media” ... you<br />
have the numbers to be a valuable<br />
commodity for advertisers to<br />
sponsor.<br />
With that in mind, let’s take a look<br />
at one option for gaining followers<br />
and maybe becoming ... famous.
Instagram: becoming an<br />
“influencer”<br />
Instagram is one of the key online<br />
and social media choices for gaining<br />
popularity. Instagram’s research<br />
shows that it has 2.8x higher then<br />
average ad recall then other social<br />
media networks. It also found that<br />
consumers are a whopping 58x<br />
more likely to engage with branded<br />
content on Instagram then Facebook,<br />
and 120x more likely compared<br />
to Twitter.<br />
Instagram visitors stay on site<br />
for an average of 192 seconds<br />
longer then any other social media<br />
channel.<br />
So Instagram offers those who<br />
build an audience popularity, but<br />
it’s not just popularity that is the<br />
motivation. Income, career and an<br />
adventurous life itself can be the<br />
rewards when you work the system.<br />
You see advertisers pay for<br />
eyeballs - the eyes of people who<br />
are potential customers for their<br />
products. If you’re a photographer<br />
using say ... Nikon equipment and<br />
you have 30,000 followers that are<br />
actively engaged with you on Instagram,<br />
then you might be an attractive<br />
proposition for a brand like<br />
Nikon to work with you - I’m using<br />
Nikon as a hypothetical, but you<br />
get the point. That is ...<br />
1. You need a large following<br />
2. Your following needs to be engaged<br />
with your content<br />
Why engaged? Because anyone<br />
can go and buy followers, and<br />
while there’s nothing wrong with<br />
promoting and advertising your<br />
media (your page/site) ... that’s<br />
how marketing works, ideally you<br />
need followers to be involved with<br />
you, to want to see your posts. In<br />
the 80s if you were selling a product<br />
you made an ad and ran it on<br />
TV or radio or in print.<br />
Today you are the product - people<br />
are “buying” you so to speak. If you<br />
have created something of value,<br />
for example good photo content<br />
and story’s, then chances are you<br />
can build an audience. Back in the<br />
90s and prior, you first needed a<br />
product or service, then you needed<br />
to spend money with the media<br />
to promote or sell that product. Today<br />
you can bypass that expense,<br />
no longer do you need to book a TV<br />
campaign or an ad in a magazine<br />
to get people’s attention. Social<br />
media sites like Instagram gives<br />
everyone the same opportunity.<br />
The key factor though is you need<br />
your audience to be engaged, that<br />
is connected to your content, enjoying,<br />
likening and commenting on<br />
your content.<br />
It’s no good having 100,000 followers<br />
and getting 10 likes on a post.<br />
Advertisers want people to see<br />
and engage with their brand.<br />
If followers (fans) are the starting<br />
point for sponsorship, it’s the engaged<br />
fans that are the true currency<br />
in this new world of media.<br />
We did some quick calculations on<br />
some of the biggest Instagram accounts<br />
from celebrities and found<br />
engagement rates varied. Some<br />
were around 1% while others were<br />
2.5% and more. However when<br />
you have 100 million followers and<br />
1% of your followers are engaged<br />
that’s still a massive number! One<br />
percent of 100 million works out<br />
to 1 million fans engaged and if<br />
you’re a brand that is 1 million potential<br />
customers seeing someone<br />
like Kim Kardashian use a product.<br />
So a brand not only gets engaged<br />
fans seeing their product but the<br />
endorsement of a celebrity is the<br />
cream on the marketing cake.<br />
Engagement rates, getting<br />
paid and becoming an Instagram<br />
Influencer.<br />
The Huff Post reports that some<br />
brands pay between $5 and $10<br />
per thousand followers. Some pay<br />
more for bigger names, up to $100<br />
per thousand followers. When<br />
you’re getting started and you’ve<br />
got a reasonable following that’s<br />
growing, you may start out by<br />
getting free product. As we said<br />
though, it’s not just about the numbers,<br />
you need to build engagement...<br />
getting your followers engaged<br />
(enjoying, commenting and<br />
liking) your content. So how do you<br />
work out what your engagement<br />
rate is? Let’s take a look:
“1 million<br />
potential<br />
customers<br />
seeing<br />
someone<br />
like Kim<br />
Kardashian<br />
use a<br />
product.”<br />
Here’s how you work out engagement<br />
rates for your page:<br />
Engagement Rate on Instagram:<br />
(Number of likes & comments) /<br />
(Number of followers).<br />
Let’s say an account has 50,000<br />
followers and on average gets<br />
1500 comments/likes - that gives<br />
them an engagement rate of 3%.<br />
Is that any good? Well let’s do a<br />
quick comparison. But first ... a<br />
trip back in time. In the old days<br />
of 60s, 70s and 80s advertisers<br />
would measure the success by<br />
the number of sales an ad generated.<br />
Some smart marketers like<br />
Readers Digest would run coupon<br />
campaigns, constantly testing and<br />
refining the message to improve<br />
the response of the message. Today<br />
people don’t run coupon campaigns<br />
so much, at least not like<br />
they use to. But comparing Instagram<br />
to email marketing gives us a<br />
clearer picture.<br />
On average (according to Smart<br />
Insights) the open rate on an email<br />
in the area of Entertainment is<br />
21%, but the click through rate -<br />
the number of people who opened<br />
your email then clicked to see the<br />
content was around 2.3% ... so not<br />
too much different to Instagram.<br />
But there are key differences. With<br />
email you have a bit more time and<br />
space to tell your story (sell product)<br />
but on Instagram you have<br />
the benefit of endorsement. That<br />
means if you are a travel blogger<br />
and use Instagram and have a<br />
strong following - people are likely<br />
to trust you and that trust is gold in<br />
the bank. That is because your followers<br />
believe you, they trust you<br />
and if you say visiting a resort was<br />
great, then they believe you and<br />
might also put that resort on their<br />
list of places to visit.<br />
So Instagram gives a sponsor/advertiser<br />
both reach and credibility<br />
through endorsment.<br />
Engagement Rates<br />
We looked at the average engagement<br />
rates on social media and<br />
found Instagram to be top of the<br />
pile:<br />
Instagram 2.26%<br />
Pinterest 0.042%<br />
Facebook 0.216%<br />
Twitter 0.027%<br />
We’ll take a look at Facebook and<br />
Youtube in another issue, but for<br />
now let’s dig a bit deeper into Instagram.<br />
We’ve asked a few of our friends<br />
who’ve built solid followings for<br />
some Instagram tips.
“Instagram’s research shows that<br />
it has 2.8x higher then average<br />
ad recall then other social media<br />
networks. It also found that<br />
consumers are a whopping 58x<br />
more likely to engage with branded<br />
content on Instagram then<br />
Facebook, and 120x more likely<br />
compared to Twitter.”
The World Loves Melbourne<br />
theworldlovesmelbourne.com<br />
instagram.com/theworldlovesmelbourne<br />
Dave Hagger who started the blog<br />
has a great Instagram following of<br />
almost 38,000. His blog is for foodies<br />
who want the best Melbourne<br />
has to offer and also has a sister<br />
site, The World Loves Sydney.<br />
Dave is a Food blogger and I can<br />
vouch he knows the best places<br />
for a meal! Here’s Dave’s take on<br />
using Instagram<br />
Facebook is tough but if you pay to<br />
play Facebook can be great. Instagram<br />
is also moving towards more<br />
pay to play!<br />
5 tips for Instagram would be:<br />
3. Post regularly. Build a following<br />
by posting every day if possible.<br />
However avoid posting too many<br />
times a day because that diminishes<br />
your value!<br />
4. Effective use of hashtags. Use<br />
local as well as broadly appealing<br />
hashtags. Try to mix them up.<br />
Avoid being shadow banned for<br />
using spammy hashtags.<br />
5. Style and curate your images!<br />
Creative use of backgrounds. Use<br />
props like Italian tiles, diff textures<br />
like wooden boards, vintage props,<br />
linen etc. Flatlays are still king - fill<br />
the frame with interest. Short video<br />
clips have good engagement<br />
and are the way of the future!<br />
1. Make it visually excellent! Use a<br />
decent SLR camera and a decent<br />
smartphone - as well as apps like<br />
Snapseed (my favourite) to enhance<br />
your already great photos.<br />
Play around with effects and filters<br />
so that the photo sings!<br />
2. Make it bright and vibrant! The<br />
trend is away from dark to vibrant<br />
pics. Some filters help brighten,<br />
even use a whiteness feel for effect.
Tiffany Dean Cosplay<br />
instagram.com/tiffanydeancosplay<br />
Tiff is onoe of our cosplay editors<br />
and has worked hard building a following<br />
across multiple social media<br />
sites. Her Facebook sits at around<br />
10,000 and has been her main social<br />
media platform for some time,<br />
but with changes to the algorithm<br />
she’s now begun building her Instagram<br />
following with 2,500 so far.<br />
1. I place my IG in the same place<br />
as my FB re marketing. They’re unfortunately<br />
all I have and as IG is<br />
now owned by FB, neither are great<br />
for marketing. IG can be easier to<br />
gain a following, however followers<br />
are removed faster than you get<br />
them. I’m aiming to become active<br />
on YouTube and have IG as a secondary<br />
thing. IG however is a great<br />
booster during things like Conventions<br />
(for cosplayers) as people<br />
are generally looking for people<br />
they may have taken a photo of.<br />
2. The most effective ways to<br />
grow IG are to try and keep posts<br />
relevant to what your main focus<br />
is. For example, as a cosplayer I<br />
gain more followers if I post a cosplay<br />
of something that is current<br />
as it’s what is ‘trending.’ Hashtags<br />
are imperative to grow your IG as<br />
they are what people search for -<br />
it’s how people can find you. Also<br />
networking with others is helpful.<br />
Some Instagram pages focus on<br />
sharing others work - if you can<br />
be shared on a page with a good<br />
following it’s a great way for your<br />
follower number to increase.<br />
3. The first 500 I actually found<br />
easier than the rest, namely as at<br />
that time, Instagram didn’t go and<br />
boot followers. The first 500 tend<br />
to include a lot of friends and family<br />
too which helps you reach that<br />
number faster.<br />
4. Re hashtags I just realized that<br />
the best way to go is to make them<br />
relevant. For example if I post a<br />
photo of me in cosplay, I’m not going<br />
to go and hashtag something<br />
like gourmet meal (unless it’s relevant<br />
lol). I also try and do a few<br />
hashtags but not have 30 of them.<br />
It’s a fine line between too little and<br />
too many. It’s also random and IG<br />
works much like FB now in that you<br />
could hashtag the same things for<br />
different photos and get 300 likes<br />
on one photo and 30 on another.<br />
It’s important to just see hashtags<br />
as a way to tag relevant search<br />
words so people can find your<br />
photo.<br />
5. I’ve been very lucky in that I’ve<br />
not had too many negatives on my<br />
own page. I’ve been called fat and<br />
all sorts of things on pages with<br />
so called ‘fans’ of certain things.<br />
In those cases I tend to ignore it,<br />
but in this case I kindly made them<br />
aware that people may have gone<br />
through a difficult time and that<br />
the focus should be on the costume,<br />
not a persons weight. I also<br />
thought it important to speak up<br />
for the sake of young people who<br />
might develop eating disorders if<br />
slim people are being called fat.<br />
In most cases I either ignore or<br />
just delete. I only respond if I can<br />
correct someone respectfully and<br />
kindly. If it all goes to pot I just delete<br />
or block lol.
Sara Moni Cosplay<br />
instagram.com/saramonicosplay<br />
We’ve been big fans of Sara’s over<br />
the years and she’s built huge following<br />
online.<br />
Facebook - 60,700<br />
Instagram - 29,800 plus followers<br />
We asked Sara for a few quick tips<br />
on how she got going on Instagram:<br />
It wasn’t really difficult to build my<br />
Instagram. It’s difficult to maintain<br />
and keep content flowing more<br />
than anything!<br />
1. Don’t be concerned with numbers,<br />
be concerned with engagement,<br />
the type of audience that<br />
you attract and if it’s the attention<br />
you really want.<br />
2. Don’t be afraid of taking weeks<br />
in planning and researching costume,<br />
never rush<br />
3. Never compare yourself to<br />
someone else in an unhealthy way.<br />
Fun competition can be motivating,<br />
but never get down on yourself<br />
Instagram marketing company, Dash Hudson, CEO Thomas Rankin suggests you need at least 5,000 followers although<br />
10,000 is the number that will more likely get the attention of brands... but they need to be real and engaged. Harper’s<br />
Bazaar magazine reported that fashion blogger, Daniella Bernstein of @weworewhat charges between $5000 and<br />
$15,000 for a single branded Instagram post.<br />
(http://www.harpersbazaar.com/fashion/trends/a10949/how-bloggers-make-money-on-instagram/)
Charlotte Nicholson<br />
instagram.com/charliegirlnic<br />
Charlotte is an Adelaide based<br />
photographer.<br />
1. Know your demographic! Knowing<br />
your audience is vital to Instagram.<br />
Understanding your audience<br />
helps with how you post,<br />
when you post and what you post.<br />
2. Interact with other Instagram<br />
accounts that also post to a similar<br />
audience demographic. Getting<br />
your posts into their feeds can<br />
be a case of interacting with their<br />
posts. This can be done by liking<br />
posts, following, commenting or direct<br />
messaging them. Interact with<br />
your followers. Take the time to<br />
thank followers for comments. Interaction<br />
means that your content<br />
has a better chance of reaching<br />
their Instagram feed. Pay attention<br />
to accounts that regularly like your<br />
posts, they are still seeing your<br />
posts and it’s because the algorithm<br />
has noted they like your content.<br />
3. #... Learn how to hashtag. Research<br />
hashtags that are popular<br />
in your genre of content. For example:<br />
brands, location, style and<br />
content relevant.<br />
Instagram allows up to 30 #’s per<br />
post that need to be in your original<br />
post to count. Hashtags are<br />
a way to get your content to new<br />
accounts. Using the right hashtag<br />
can throw your content into the<br />
feed of new followers who may be<br />
interested in your content based<br />
on what they are interested in, who<br />
they follow, and what hashtags<br />
they have used recently.<br />
4. Use the stories feed to bring<br />
your content directly to the attention<br />
of your followers. When any of<br />
us open up Instagram the stories<br />
feed is the first content we see.<br />
This is an opportunity to direct your<br />
followers to your content.<br />
5. Post consistently. Post quality<br />
content at regular times over the<br />
week. Don’t be that person that<br />
posts 10 posts in one evening and<br />
then doesn’t post again for a few<br />
days. Insights information will help<br />
you determine what time of day<br />
and what content works for your<br />
account.
THE INSTAGRAM AUDIENCE<br />
EXPERIMENT<br />
OR HOW WE SCREWED UP OUR EDITOR’S FEED...<br />
“...feeding<br />
him a few<br />
Red Bulls<br />
and a donut<br />
calmed him<br />
down a bit.”<br />
We decided as part of this story<br />
to experiment on Instagram using<br />
sites that promise large “real”<br />
followers for payment. We didn’t<br />
want to damage the Gametraders<br />
account so we volunteered our editors<br />
photography account. After<br />
much persuasion (promise of a 6<br />
pack of Red Bull) we got started on<br />
our experiment.<br />
To begin he (foolishly) closed his<br />
old account and created a new<br />
one - you can see it here:<br />
https://www.instagram.com/rjp_<br />
adelaide/<br />
Next he started posting some photos<br />
as he is a photographer that<br />
does a lot of portrait and model<br />
photography sprinkled with occasional<br />
cosplay.<br />
Over a few weeks of terrible hash<br />
tagging skills he’d managed only<br />
130 followers. We reminded him<br />
how useless he was and that he<br />
wasn’t allowed to do anymore<br />
hash tagging. He didn’t take the<br />
criticism to well but feeding him a<br />
few Red Bulls and a donut calmed<br />
him down a bit.<br />
Now it was now time for the experiment.<br />
First up we researched a<br />
bunch of sites that offer to sell or<br />
gain you followers for around $20<br />
- $30 U.S. We bought 1000 followers<br />
that flooded in pretty quickly.<br />
The engagement, however stayed<br />
the same, in fact it went down! At<br />
this point the Editor started to really<br />
freak out, worrying about getting<br />
banned or something.<br />
Next we tried another seller and<br />
got another 1500 but engagement<br />
remained poor. As an example -<br />
see the Wonder Woman photo of<br />
cosplayer Tiffany Dean, sure the<br />
hashtags could have been better<br />
and we decided to work on that as<br />
we experimented.<br />
Next we got in contact with one<br />
of the mega follower sites with<br />
names like Portrait of the Day or<br />
similar - I won’t share which one,<br />
but this generated thousands of<br />
likes of the supplied photo (cost<br />
$20 US) but not many followers.<br />
We experimented by letting them<br />
choose the photos to share - we<br />
got two shares and we had thou-
sands of likes and lot’s of positive<br />
comments on the photo. So that<br />
worked in that we got awareness<br />
but not a lot of rub off with regards<br />
to followers. However, the followers<br />
it did generate were genuine<br />
fans of the photography style on<br />
his page plus we notice that even<br />
though followers were not growing<br />
and likes were still small comparatively,<br />
we noticed that some of the<br />
“likes” were coming from followers<br />
with large followings themselves.<br />
Doing some quick calculations, our<br />
editors’ page engagement rate is<br />
slowly creeping up to 1% (again)<br />
after being punished, now we use<br />
the word punished here loosely but<br />
maybe not. You see after we began<br />
the experiment and saw how<br />
bad the engagement level was we<br />
did some digging and and came<br />
across the term - Shadowban...<br />
there’s a very comprehensive article<br />
here on Shadowban -<br />
thepreviewapp.com/avoid-instagram-shadowban/<br />
simply paste in your Instagram<br />
name and press Get Tested...<br />
shadowban.azurewebsites.net<br />
When we tested, we were “safe”<br />
so that means either our content is<br />
not good, our hashtags are terrible<br />
(yeah we know) and not working<br />
or, and this is probably it, a combination<br />
of bought users that are not<br />
engaged plus poor hash tagging.<br />
So in conclusion to our experiment<br />
our editor now has thousands of<br />
followers, a low engagement rate<br />
but he’s seeing different types of<br />
“likes” and he hopes to build on<br />
that. He did threaten to delete this<br />
account too and start again, but<br />
after another bunch of Red Bulls, a<br />
few donuts and some advice from<br />
friends, he’s decided to keep it and<br />
work on getting the engagement<br />
rate up.<br />
It points out that there are 4 things<br />
you can do to avoid this Shadowban<br />
situation including avoiding<br />
using buying apps/sites like we<br />
used. Plus they mention banned<br />
hashtags! With regard to Shadowban<br />
we did some more digging<br />
and found the respected website<br />
- Petapixel has an article on Shadowbans<br />
and even has a link to this<br />
site that claims to test if you are<br />
“banned”<br />
You can see the site here and you
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FIND YOUR NEAREST STORE...<br />
South Australia<br />
Ingle Farm.................................. (08) 8265 7283<br />
Marion....................................... (08) 8296 1144<br />
Mt Barker................................... (08) 8391 6300<br />
Salisbury.................................... (08) 8281 0966<br />
Seaford...................................... (08) 8327 1966<br />
ACT<br />
Hyperdome................................ (02) 6293 3751<br />
New South Wales<br />
Gametraders LIVE Penrith.........(02) 4731 3894<br />
Blacktown................................. (02) 9676 1411<br />
Macarthur Square (Campbelltown) (02) 4620 0750<br />
Parramatta................................ (02) 9633 2833<br />
Gametraders LIVE Hornsby....... (02) 9477 6477<br />
For more info visit:<br />
www.gametraders.com.au<br />
Queensland<br />
Chermside................................. (07) 3861 5000<br />
Morayfield.................................. (07) 5495 7705<br />
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