March 2019 LIVE Magazine
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APRIL ISSUE <strong>2019</strong><br />
IVE<br />
INTERVIEW: MORGAN GARRETT - INTERVIEW: JOSH GRELLE - BRIGHTBURN GIVE AWAY
Go to page 10 for more details on Brightburn and find out how you could boost your chances of winning tickets!
From the Editor<br />
Hello and welcome to the April edition of Gametraders Live and the<br />
first edition of this year!<br />
We have a smaller issue for you this time but don’t worry we still have<br />
great content! Yoshi’s Crafted World Review, a look back at Disney<br />
games on Playstation and two great interviews. One with voice actress<br />
Morgan Garrett and one with voice actor Josh Gerelle.<br />
Also we have an exclusive preview of our next compeition Brightburn,<br />
you are the first to know about it and if you mention it on our<br />
Facebook page you will get a double entry!<br />
We hope you enjoy the magazine and as always if you are interested in<br />
writing for our magazine please email live@gametraders.com.au<br />
Emily Langford<br />
Emily Langford,<br />
EDITOR
What’s inside<br />
A LOOK BACK AT DISNEY GAMES ON PLAYSTATION pg. 40<br />
CAPTAIN<br />
MARVEL<br />
FACTS<br />
&<br />
TRIVIA<br />
PG. 8
THE <strong>LIVE</strong> TEAM<br />
EDITOR & DESIGNER: Emily Langford<br />
WRITERS:<br />
Paul Monopoli, Interviews / Retro Editor<br />
INTERVIEW WITH JOSH<br />
GRELLE<br />
Pg. 20<br />
Paul Broussard, Stephen LaGioia & Adam<br />
Cartwright, VGChartz<br />
INTERVIEW WITH MORGAN<br />
GARRETT<br />
Pg. 12<br />
SILK, KICKSTARTER<br />
Pg. 54<br />
BRIGHTBURN GIVEAWAY<br />
PG. 10
MOVIES<br />
BRIGHTBURN<br />
INTERVIEW WITH<br />
MORGAN GARRETT<br />
INTERVIEW WITH JOSH<br />
GRELLE
,tv&<br />
ANIME
• Goose the cat was<br />
originally called chewie<br />
after chewbaca from star<br />
wars but was renamed<br />
goose after goose<br />
bradshaw from top gun<br />
• Goose was played by<br />
five different cats called<br />
Reggie, Rizzo, Gonzo, and<br />
Archie<br />
• Skrull makeup took 2hrs to<br />
apply<br />
• Furys clearence level was<br />
only level 3<br />
• The film takes place in<br />
1995<br />
• Brie larson is allergic<br />
to cats, so her scenes<br />
involving goose were<br />
filmed with a puppet or<br />
computer-generated vfx.<br />
• The name “captain marvel”<br />
is not used in the film until<br />
the closing credits.<br />
• In the movie Carol refers<br />
to Monica as “Lieutenant<br />
Trouble”. In the comics,<br />
Lieutenant Trouble (a<br />
young girl named Kit<br />
Renner) was Captain<br />
Marvel’s biggest fan and<br />
later on became her<br />
friend.
DOUBLE PASS GIVEAWAY<br />
What if a child from another world crashlanded<br />
on Earth, but instead of becoming a<br />
hero to mankind, he proved to be something<br />
far more sinister?<br />
With Brightburn, the visionary filmmaker of<br />
Guardians of the Galaxy and Slither presents<br />
a startling, subversive take on a radical new<br />
genre: superhero horror!<br />
IN CINEMAS MAY 23<br />
#BRIGHTBURN
WIN A DOUBLE PASS<br />
Watch the Gametraders<br />
Facebook Page in MAY<br />
for your chance to win a<br />
double pass to Brightburn<br />
--<br />
Mention this magazine in<br />
your comment for a double<br />
entry!<br />
©<strong>2019</strong> CTMG. All Rights Reserved.
INTERVIEW WITH<br />
MORGAN GARRETT<br />
For my next interview at Supanova I<br />
Morgan takes it all in her stride, asking:<br />
approached the smiley Morgan Garrett.<br />
The Supanova media manager introduced<br />
“Isn’t that fun?!”<br />
me to her, and I followed by introducing<br />
my wife:<br />
What ended up being more fun was<br />
finding out she had won the award on<br />
Me: Nice to meet you. This is my wife Mel.<br />
Twitter without even realising she had<br />
been nominated for it. Though excited to<br />
Morgan: Hello wife Mel!<br />
be have been granted such an accolade,<br />
Morgan is still aware that she hasn’t been<br />
At this point it struck me that this was<br />
in the voice over game for that long.<br />
going to be a fun interview. You see,<br />
underneath Morgan’s wavy hair and big<br />
smile lies a quick wit and a more than a<br />
touch of cheekiness. With characteristics<br />
like that it’s no surprise that she won voice<br />
the “Breakthrough voice actress of the<br />
Year” award in 2012. This was followed up<br />
with another similar accolade 6 years later.<br />
“It’s cool because most of the people in<br />
this business that work as much as I do<br />
have been doing it for fifteen, plus, years.<br />
So I’m still in that stage where I’ve been<br />
doing it for along time, but still not even<br />
close to as long as Colleen Clinkenbeard<br />
and Jamie <strong>March</strong>i and Monica Rial.”<br />
Bleach - Hanataro Yamada
“You have to improvise. So if you’re running<br />
or something you have to put your hands<br />
together and shake to make yourself sound<br />
like you’re running because you can’t move.<br />
Tricks of the booth! I got all of them!”
We briefly discuss Monica, who I have<br />
interviewed previously. A veteran voice<br />
was like, ‘uh, so you’re gonna play a 13<br />
year old boy today.’”<br />
actor, Monica has been acting since the<br />
90s, and is someone Morgan admires.<br />
With that said, Morgan has a lower vocal<br />
range than Rial, who is best known for<br />
Bulma in Dragon Ball Super and Sakura in<br />
Card Captor Sakura Clear Card.<br />
A statement that surprised Morgan at<br />
the time, as she had not been aware of<br />
this and had not rehearsed for the role.<br />
Regardless, she soldiered on and the role<br />
has become one of her favourites:<br />
From here we move into her favourite<br />
roles, a staple question of any interview<br />
that an actor has to endure. It can get<br />
a bit old and I have been in a position<br />
“Because, as an older woman who walks<br />
around like me being a 13 year old boy<br />
is a little bit freeing, cos you get to be all<br />
scrappy.”<br />
to see eyes glaze over at the thought of<br />
having to answer that question for the<br />
umpteenth time. However, Morgan is<br />
still full of enthusiasm and tells me it was<br />
actually a great question without a hint of<br />
sarcasm in her voice.<br />
With that question out of the way, I<br />
show off my research to Morgan by<br />
mentioning that she has a Masters degree<br />
and is a classically trained actor. Suitably<br />
impressed with my digging into her past,<br />
Morgan explains how she transitioned<br />
“So I’m young Sabo in One Piece, and that<br />
from the stage to behind the microphone:<br />
has to be one of my favourite characters<br />
cos I’m always put into these very low,<br />
sexy, sultry voice, and, or these very<br />
powerful generals. When I came into the<br />
booth for One Piece I just thought it was<br />
going to be another role like that, and<br />
Joel McDonald, the director at the time,<br />
“Well, I haven’t been on stage in a couple<br />
of years because I really looked at voice<br />
overs after I graduated with my Masters<br />
and went ‘I should really put all of my time<br />
into this. I love it, it’s fun, it’s right here.<br />
Comic Cons are one of my favourite things
to do, like… I should do this! So I stopped<br />
being on stage but the transition was, I’d<br />
brings it back to the transition between<br />
stage and voice over:<br />
been at Funimation, because it’s in Dallas,<br />
so I’d been working there for 6 years as<br />
a side gig. Just a couple of hours here or<br />
there or whatever.”<br />
“It’s so easily transitionable, because when<br />
you’re on stage you start to learn how<br />
things feel when you’re punched or kicked<br />
or thrown around, and that transitions into<br />
From there, Morgan employed the services<br />
the booth very well.”<br />
of an agent, which was when the next<br />
phase of her voice over career started. As<br />
well as voice over roles she started to get<br />
commercial roles. After going off topic she<br />
Other voice actors have told me that the<br />
expression of emotions can be one of the<br />
hardest things to do when you have never<br />
Tokyo Ghoul:re: Akira Mado<br />
Boogiepop and Others: Nagi Kirima
experienced something that the scene calls<br />
for the actor to react to. Having started her<br />
career on stage, Morgan was able to bring<br />
the skill of conveying these emotions into<br />
the recording studio. She mentions that<br />
together and shake to make yourself sound<br />
like you’re running because you can’t move.<br />
Tricks of the booth! I got all of them! That’s<br />
what I should do as a panel: Tricks of the<br />
booth.”<br />
working in the booth can be restrictive due<br />
to a lack of movement available to you, but<br />
I suggested writing a book instead…<br />
she lets me in on one of the tricks she uses<br />
when behind the microphone:<br />
While stage acting remains Morgan’s first<br />
love, she admits to being hard on herself<br />
“You have to improvise. So if you’re running<br />
or something you have to put your hands<br />
when it comes to a live production. On the<br />
flip side, she finds voice over work to be a<br />
lot of fun:<br />
“You get to be in a dark room, in your<br />
pyjamas, with a cup of tea, pretending like<br />
you’re a cat. Like… that is the pinnacle. I’ve<br />
made it!”<br />
Many voice actors have told me about<br />
recording in their pyjamas, to which I query<br />
whether they have sleep overs at Okatron<br />
5000 (where many Funimation series are<br />
dubbed). Morgan jokingly insists that this<br />
only happens on New Years, and that it’s a<br />
big party.<br />
Heavy Object: Frolaytia Capistrano
Morgan is one of those voice actors who<br />
has replaced others in roles, such as in Card<br />
Captor Sakura. I queried whether she likes to<br />
I finished off by asking whether she wants to<br />
turn her attention to other aspects of voice<br />
acting, such as directing or script writing:<br />
listen to the previous actor and attempt to<br />
mimic them, or whether she is guided by the<br />
director.<br />
“Yes and no. I have a background in<br />
journalism. Broadcast journalism was my<br />
undergrad, so I had plans on doing this, but<br />
“I go in cold, then I ask for their reads on<br />
certain things just so I can kind of voice<br />
match a little bit. That doesn’t happen often,<br />
but when it does it’s a great challenge. One<br />
so far no, because like I said, I made the<br />
decision to go from stage into voice acting<br />
so I’m still kinda getting my feet wet when it<br />
comes to this world full force.”<br />
of the highest paid things I ever did was a<br />
commercial where I was voice acting a girl<br />
from LA. Just voice matching her.”<br />
Of the various roles she might want to<br />
explore next, directing seems to be what<br />
Morgan is gravitating towards. She wants<br />
Morgan enjoys the challenge and is aware<br />
that the natural raspiness in her voice is<br />
something she might need to turn off to<br />
to keep establishing herself as a voice over<br />
artist first, but when the time is right you<br />
can expect her in the directors seat.<br />
meet the needs of the role she is employed<br />
for.<br />
By Paul Monopoli
INTERVIEW WITH<br />
JOSH GRELLE<br />
Attending Supanova as media is a lot of<br />
fun, though you do often have to wait a<br />
while for your opportunity to put your<br />
microphone in front of a celebrity and have<br />
a chat. I was told by Supanova’s ever helpful<br />
media manager to wait by Josh Grelle’s line<br />
and when he had finished signing we could<br />
do an interview.<br />
silly little line. You had to be there I guess…<br />
After that we jumped into discussing his<br />
career and his travels around the world.<br />
He had been quite busy in the “English<br />
speaking parts of the southern hemisphere”<br />
recently, including New Zealand and<br />
Australia. The travel has been life changing<br />
for Josh, who had been to a total of six<br />
countries that year.<br />
As soon as the line cleared I placed my<br />
rather chunky condenser microphone in<br />
front of Josh who, in his best town crier<br />
voice, declared that:<br />
“Once there was a microphone, it dreamed<br />
it could be the greatest microphone in all<br />
the land!”<br />
From there we jumped into discussing his<br />
short, yet expansive career. In 15 years he<br />
has amassed many roles, including the<br />
Grand Minister in Dragon Ball Super and<br />
Hughes in Fairy Tale. Josh is proud to have<br />
Anime News Network’s number 3 position<br />
of the “most anime roles for a voice actor”<br />
One of the most difficult parts of an<br />
list. He says that:<br />
interview can be breaking the ice with<br />
someone, though with Josh it was as easy<br />
as bursting into laughter with him over this<br />
“For 15 years of work I’ve been insanely<br />
fortunate… incredibly fortunate!”
We discussed how Josh got his break in<br />
voice acting, to which a smile crept across<br />
his face as he said:<br />
made a huge impression on him as he<br />
realised that they were not mere cartoons.<br />
Real people voiced these pieces of<br />
animation, and with a bit of work he could<br />
“I wanted to go from nerd to pro basically.<br />
become one of them.<br />
I got into theatre when I was 5 years old.<br />
I did children’s theatre, then adult theatre<br />
when I was old enough. I did that all the<br />
way through high school… When I was<br />
about 8 years old I decided I wanted to<br />
do voice work. I’d been a huge fan of<br />
animation my whole life and anime started<br />
to get really huge in the States.”<br />
“I found out, as I got closer to my high<br />
school graduation, that Funimation and<br />
ADV Films, who were 2 of the biggest<br />
producers in the States at the time, were<br />
both in my home state, 2 hours away from<br />
me. So I did whatever research I could, tried<br />
to find out ways to get in. Then a friend<br />
of mine went to school with a girl that<br />
The big anime boom of the late 90s, with<br />
shows such as Dragon Ball Z and Pokemon<br />
had done voices for ADV and got me their<br />
phone number.”
Josh started to call the studio once a<br />
month, throughout his senior year, just to<br />
keep in touch and let them know he was<br />
impossible ones that I thought would never<br />
be reachable and now I’m here trying to<br />
figure out what I want to do next”.<br />
interested in working with them at some<br />
point in the future. After about 4 months of<br />
calls, ADV gave Josh his first, life changing<br />
role.<br />
During our talk I determined that Josh has<br />
an eager mind that just wants to absorb as<br />
much knowledge as it can. As well as voice<br />
acting he has also delved into script writing,<br />
“And here I am 15 years later… in Australia!<br />
Yeah, I never would have imagined it would<br />
turn out as successful as this, and that I<br />
hit every goal that I set myself, even the<br />
occasionally performing these dual roles<br />
on the same show. His creative endeavours<br />
have even led him to work in the comic<br />
industry.
‘I haven’t worked in comics for a very long<br />
time, but I worked in comics for a while,<br />
not as an artist. I did colouring for a few<br />
North American and some Australian comics<br />
actually, when I was first starting out, and<br />
then anime took off for me and I didn’t need<br />
to dabble in both anymore”.<br />
“I would much rather have a director<br />
directing me as opposed to directing<br />
myself… I’m probably going to misquote this<br />
horribly but one of my best friends when I<br />
first became a voice actor, Chris Ayers (the<br />
voice of Freeza in Dragon Ball), used to say<br />
‘If you have an actor directing themselves<br />
then you have an idiot for an actor and a<br />
Working a dual career is hard for anyone,<br />
so Josh had to decide whether to devote his<br />
career to comics or anime. I’m pretty sure<br />
that his fans are convinced that he made the<br />
right decision, as is the man himself:<br />
“Acting was what I wanted to do anyway, so<br />
fool for a director’… I have had to direct<br />
myself before but it wasn’t as comfortable<br />
as I always second guess and third guess,<br />
twelfth guess every take. It’s just much more<br />
streamlined if I have another creative voice<br />
directing me when I’m in the booth”.<br />
the choice was pretty much made for me”.<br />
While his career has been a huge success,<br />
Josh is looking to sink his teeth into<br />
something new and exciting.<br />
A “Jack of all trades”, Josh blames his active<br />
mind on Hyper ADD and claims that he<br />
cannot just stick to one thing. As a child<br />
he taught himself to use the digital tools<br />
“I do want to do more that is my artwork<br />
and something that I create as opposed to<br />
spending all of my creative energy doing<br />
characters and stories for other people. So<br />
I’m getting back into comics right now”.<br />
that he could use to express his artistic<br />
creativity. Learning to edit photos, audio<br />
and film allowed him to become involved in<br />
the world of entertainment years before his<br />
career took him there.<br />
I queried whether he would prefer to direct<br />
the scripts that he writes, giving himself full<br />
creative control over his work. With a serious<br />
“I wanted do do it all, and it pays off, and<br />
yeah, I’m doing it all!”<br />
expression Josh explains why he doesn’t feel<br />
this is a good idea:<br />
By Paul Monopoli
gameS<br />
YOSHI’S CRAFT<br />
WORLD<br />
SILK, KICKSTARTER<br />
A LOOK BACK AT DISNEY GAMES ON<br />
PLAYSTATION HANDHELDS
ED<br />
REVIEWS
Paul Broussard<br />
REVIEW PS4:<br />
DARKSIDERS III<br />
Darksiders III is in something of an odd<br />
position. After the studio behind the first<br />
two titles was closed, it seemed as if the<br />
series was done for. Despite this, however,<br />
occurs before it was supposed to, the<br />
seven deadly sins have now obtained<br />
physical forms and are roaming an Earth<br />
now overrun by angels and demons.<br />
a new studio with many of the same<br />
staff has defied the odds and produced<br />
the third game in the series. Is it worth<br />
playing, though? Unfortunately, the<br />
answer is probably not.<br />
In keeping with Vigil/Gunfire’s rather<br />
loose adaptation of Christian theology,<br />
Fury, the surprisingly insecure third<br />
horseman of the apocalypse (Pestilence<br />
and Famine apparently not having<br />
It becomes pretty clear early on that if<br />
you haven’t played the previous two<br />
Darksiders games then you’re going to be<br />
in for a tough time trying to keep up with<br />
the story in this one. After the apocalypse<br />
marketable enough names to make<br />
the cut), is sent to hunt them down. Of<br />
course, this being a Darksiders game,<br />
there will inevitably be a bunch of late<br />
twists and at least one conspiracy theory
thrown in to complicate matters more.<br />
But story is perhaps not why we’re here;<br />
with utterly incomprehensible stories so<br />
long as the gameplay is entertaining.<br />
Darksiders III has by and large embraced<br />
its role solely as an action game this time<br />
around, having ditched most of the puzzle<br />
solving from the original Darksiders and<br />
the RPG/loot elements from Darksiders II.<br />
And, if Bayonetta has shown us anything,<br />
it’s that action games can often get by<br />
When you’re not fighting something,<br />
Darksiders III’s gameplay mostly consists<br />
of traversing the landscape, solving some<br />
very basic puzzles, and searching for<br />
bosses to kill. The game has taken a few<br />
pointers from Dark Souls in that much of
the layout revolves around finding save<br />
points from where you can level up with<br />
in-game currency obtained from killing<br />
enemies. Dying means respawning at the<br />
last save point you reached, losing all of<br />
the currency you’re currently holding,<br />
and having to travel back to the point<br />
where you died to get it back. It’s a rather<br />
questionable inclusion, and I’m not sure<br />
it really benefits an action game much to<br />
encourage a slower paced, more cautious<br />
playstyle after death, but it’s not a major<br />
problem.<br />
there’s a Bayonetta-esque system where<br />
the player is rewarded for dodging at the<br />
last possible moment before an attack<br />
lands. The game’s dodge is both fast and<br />
lacks many invincibility frames, which<br />
puts a heavy emphasis on quick reactions<br />
and timing. It’s not exactly complex, but<br />
dashing quickly in and out of enemy reach<br />
is certainly fun, and bosses are challenging<br />
enough to make the relatively shallow<br />
system feel rewarding. There’s a pure,<br />
almost child-like sense of fun to be had<br />
from darting between enemies, racking up<br />
big combos and avoiding attacks perfectly.<br />
The actual combat of Darksiders III is<br />
relatively simplistic, operating on a two<br />
button system; one button for each of<br />
the two weapons you can have selected<br />
at any given time. It’s not particularly<br />
complicated, but it’s still fun enough, and<br />
there are a variety of interesting weapons<br />
and moves to play around with. Much of<br />
the skill revolves around reacting to enemy<br />
attacks and dodging at the right time;<br />
I do feel that the game missed an<br />
opportunity to add some depth to its<br />
combat by not implementing directional<br />
attacks similar to those you can find in<br />
the Devil May Cry series. Darksiders III<br />
operates with a hard lock-on system,<br />
which would have allowed for the<br />
developers to expand the number of<br />
moves Fury had available relatively easily.
Unfortunately, as it stands, the<br />
combat isn’t much more complex<br />
than a Warriors game, which does<br />
mean that once you’ve mastered<br />
Fury’s movement and dodging, there<br />
isn’t a lot left for you to get good at.<br />
The difficulty curve tapers off and<br />
you’re just left to steamroll through<br />
the rest of the game.<br />
From a technical standpoint, this is<br />
one of the least impressive games<br />
you’ll find on current generation<br />
hardware. It looks like a late PS2 title,<br />
with some truly bad textures and low<br />
res environments. Even the previous<br />
Darksiders games, which were by no<br />
means graphical powerhouses, were<br />
more impressive than this. There’s<br />
no kind way to say it: this game does<br />
not look good.
I’m usually not one to make much of a<br />
fuss about graphical fidelity in an action<br />
title, as performance is usually more<br />
important in a title that’s focused on<br />
fast movement and quick reflexes, but<br />
Darksiders III barely manages to touch<br />
30 FPS consistently, with plenty of frame<br />
rate drops whenever things get hectic<br />
on screen. 60 FPS is the benchmark that<br />
games focused on quick movement<br />
and fast-paced melee combat should<br />
strive to reach, and 30 FPS is something<br />
I grudgingly accept as a bare minimum.<br />
This is completely unacceptable: there is<br />
simply no justification for an action game<br />
Despite these problems, I keep coming<br />
back to the fact that the game is just fun<br />
to play, which is something that cannot be<br />
said for far too many recent mainstream<br />
releases. If you’re a fan of the series, or<br />
you’re just looking for the opportunity<br />
to beat people into the ground, you<br />
may be able to overlook the myriad of<br />
technical problems and the relative lack<br />
of complexity. For anyone else, it’s hard to<br />
recommend dropping $60 on this. If you<br />
don’t already like hack and slash titles,<br />
and the Darksiders series specifically, this<br />
third installment certainly won’t make you<br />
a fan.<br />
failing to even reach a locked 30 FPS on<br />
eighth gen hardware, let alone one which<br />
has its core mechanics focused around<br />
By Paul Broussard<br />
quick reactions and inputs on the player’s<br />
part.
Stephen LaGioia<br />
REVIEW NS:<br />
yoshis crafted<br />
world<br />
Nintendo has built a tremendous<br />
track record when it comes to quality<br />
platformers in its long gaming history.<br />
Developer Good-Feel, which has taken the<br />
reins for Yoshi-specific games in recent<br />
years, comes with a less certain history.<br />
Good-Feel has created a handful of<br />
charming and enjoyable titles for Nintendo<br />
platforms over the years and its most<br />
notable efforts include the well-crafted<br />
but rather basic Kirby’s Epic Yarn, Yoshi’s<br />
Woolly World, and Wario Land: Shake<br />
It. I’m happy to say, however, that the<br />
developer’s latest effort on the Nintendo<br />
Switch - Yoshi’s Crafted World - just might<br />
be Good-Feel’s best game yet.
Crafted World utilizes a mechanic of aiming<br />
and firing eggs in a pseudo-3D space to<br />
hit cardboard pieces. This is a simple yet<br />
effective and satisfying hook, and continues<br />
the trend of boundary-pushing Yoshi<br />
platformers. While Woolly World’s yarn<br />
gimmick tended to be in your face and a bit<br />
much at times, the cardboard themes in this<br />
title reside more in the background - both<br />
in a literal and figurative sense. This allows<br />
for a tighter, more enjoyable experience;<br />
and one that’s a touch more fast-paced. It<br />
comes off as distinct, while feeling closer to<br />
Yoshi’s Island/Story in spirit. It truly felt to<br />
me like a nostalgic trip back to the mid 90s<br />
when playing around with the egg-firing<br />
mechanic, especially after seeing the return<br />
of baddies like Spear Guys, Goonies, and<br />
the main villains - Baby Bowser and Kamek.<br />
Yet Crafted World has completely ditched<br />
its predecessor’s “hook” of its often<br />
cumbersome yarn-yanking mechanic. In<br />
its place we get the more straightforward<br />
approach of shooting cardboard cut-outs<br />
scattered throughout 2.5D planes. These<br />
The artistic vibe of Yoshi’s Crafted World<br />
maintains that predominant level of<br />
colorful cuteness that Woolly World pulled<br />
off so well. Much like Woolly World, it<br />
really feels like you’re playing through<br />
a rich, kid-friendly animated piece here.<br />
cutouts take on a variety of images that are<br />
often meant to blend into the background,<br />
providing a certain scavenger hunt feel.<br />
Nailing them can yield various goodies,<br />
such as hearts that replenish heath, as well<br />
as coins and flowers.
Crafted World nicely interweaves the<br />
collectables into the gameplay itself, as<br />
scramble to earn the plethora of goodies in<br />
each stage, some of which are well hidden.<br />
you can use earned coins to buy a variety<br />
of cute cardboard costumes that give<br />
you extra protection depending on their<br />
rarity. These range from common items<br />
like a bottle cap, to a more coveted Labo<br />
keyboard and Monty Mole shell. The other<br />
collectables mainly revolve around flowers,<br />
which are needed to pass certain blockades<br />
on the world map, including a colorful<br />
secret area that opens upon completion<br />
of the game. Crafted World keeps things<br />
rather light and easy-going for the most<br />
part. But make no mistake - completionists<br />
will have their work cut out for them as they<br />
While the mechanics as a whole feel more<br />
traditional compared to Woolly World, the<br />
game mixes in a vast array of courses that<br />
differ thematically and mechanically. The<br />
biomes number well over a dozen, and each<br />
one comes with a handful of stages, which<br />
themselves usually offer distinct qualities.<br />
The sporadic nature of environments and<br />
themes is reminiscent of Super Mario<br />
Galaxy. It can feel a tad inconsistent at<br />
times, but on the plus side any feeling of<br />
repetition is certainly kept to a minimum<br />
with this approach.
Stages range from train<br />
stations, to ninja dojos which<br />
obscure your view behind a<br />
screen, to a haunted house<br />
in which you’re hunted by<br />
creepy axe-wielding clowns.<br />
You’re even dropped into<br />
a handful of more actionbased<br />
vehicular stages. This<br />
includes a course where you<br />
control a large mechanical<br />
version of Yoshi who plows<br />
and punches through all<br />
in his wake, and a solarpowered<br />
racing stage where<br />
you’re forced to avoid<br />
shadows. I enjoyed the both<br />
the ingenuity of the concepts<br />
and richness of each stage’s<br />
unique atmosphere, and was<br />
happy to see a refreshing<br />
lack of typical environmental<br />
tropes.<br />
converted into additional flowers following<br />
completion. Flipped Mode also doubles as a<br />
sort of time trial, as gathering all 3 Poochies<br />
and reaching the goal in a certain amount of<br />
An additional “Flipped Mode”<br />
allows you to run through<br />
variants of each stage in<br />
which 3 Poochie dogs are<br />
hiding. These scurrying<br />
pups can be nabbed and<br />
time nets you another flower. You’re also tasked<br />
with the option of revisiting stages and seeking<br />
out specific items to bring to robot-like allies<br />
at various spots on the map. These are neat<br />
inclusions, as they not only add yet another<br />
dimension to Crafted World but drastically
On top of this, there’s the return of a 2 player<br />
dying, especially when donning a costume.<br />
co-op mode, which allows a player to jump in<br />
as a different colored Yoshi of their choice and<br />
provide assistance. While this usually proved<br />
amusing, it’s quite easy to get in the way of<br />
eachother, sometimes impeding or disrupting<br />
progress more than helping towards it. Since<br />
you’re on a limited 2D plane, accidentally<br />
lapping up your partner, clocking them with<br />
an egg/turtle shell, or hopping on their back<br />
will likely be a common occurrence. In a<br />
wise NSMB-esque inclusion, though, a Yoshi<br />
You’re sometimes given a lack of eggs, which<br />
can make things a bit hairy, though being<br />
smart about egg use usually mitigates any<br />
issues here. The bosses, while granting some<br />
exciting and amusing moments, usually go<br />
down in 3 well-placed hits with little sweat.<br />
Then you’ve got the return of “Mellow Mode”,<br />
which allows you to quite literally drift across<br />
a stage, and grants a drastic increase in hits<br />
before dying.<br />
dropping out of frame will morph into an<br />
egg, which will simply float towards the other<br />
player and drop back into the action.<br />
Aside from its relative simplicity and<br />
occasionally touchy co-op bits, the latest Yoshi<br />
installment really is a well-crafted platformer -<br />
Collect-a-thons notwithstanding, most of<br />
Yoshi’s Crafted World is a breeze to get<br />
through. The main game can ideally be<br />
finished in a handful of hours and with few<br />
deaths, for those looking to get right to<br />
business. This might be off-putting to some,<br />
though there certainly is a place for the “sit<br />
back and relax” style Good-Feel’s become<br />
notorious for. Most of the various enemies<br />
creeping about don’t pose too much of a<br />
challenge, as you can gobble them up and<br />
if you’ll excuse the pun. It offers an impressive<br />
variety of innovative concepts that keep things<br />
feeling fresh. At the same time, it adheres to<br />
the crisp and familiar mechanics - along with<br />
other cool nostalgic nods - found in the classic<br />
Yoshi’s Island. It’s quite the artistic marvel<br />
too, with its imaginative atmosphere and fine<br />
detail, making it one of the prettier games to<br />
grace a Nintendo platform. Yoshi’s Crafted<br />
World is a pleasant, enduring experience that<br />
platforming fans on the Switch shouldn’t miss.<br />
convert them to egg ammo rather simply.<br />
You’re also typically granted several hits before<br />
By Stephen LaGioia
Adam Cartwright<br />
A LOOK BACK AT DISNEY<br />
GAMES ON PLAYSTATION<br />
HANDHELDS<br />
There are few brands out there that have<br />
anything like the appeal and recognition<br />
of Disney. Thanks to decades of beautiful<br />
and critically acclaimed animated films, the<br />
company is a household name that has<br />
expanded beyond just movies to include<br />
a variety of other ventures, including<br />
videogames. Disney has also grown its<br />
lineup considerably in recent years by<br />
acquiring Marvel, Pixar, and Star Wars<br />
(although for the purposes of this article,<br />
I’ll only be covering Disney/Pixar output).<br />
Thanks to their broad audience, Disney<br />
games usually show up on every viable<br />
platform out there, meaning that despite<br />
the brand’s affinity with Nintendo’s
YOUR SAY<br />
younger-skewing audience, both the<br />
PSP and Vita received a number of titles<br />
throughout their lives. Some of this<br />
was through Disney’s own developer/<br />
publisher (Disney Interactive Studios), but<br />
the firm also licensed out its IPs for other<br />
companies to try their hand at – with<br />
somewhat mixed results.<br />
franchise – a collection of licensed tieins<br />
often using platformer gameplay<br />
and quirky references to appeal to both<br />
younger and older audiences. So it felt<br />
right to return to a comparable series<br />
here, because even if the titles aren’t all<br />
necessarily related in story or setting,<br />
many utilise the same sense of Disney<br />
wonderment that make the company’s<br />
animated films such a success.<br />
The very first time I wrote about a series<br />
of games on the Vita, it was for the LEGO
P<br />
Probably the best place to start<br />
Buzz Lightyear to the Rescue! was<br />
this article is to go back to the<br />
seen as one of the better entries in<br />
O<br />
beginning of Disney games on<br />
the genre (sadly the TV show tie-in<br />
PlayStation hardware, with the<br />
Buzz Lightyear of Star Command<br />
R<br />
release of the very first PlayStation,<br />
when a number of different<br />
didn’t receive the same acclaim),<br />
while the others were a bit more<br />
publishers were trying their hands<br />
forgettable, although they could<br />
T<br />
C<br />
at making tie-ins to classic Disney<br />
generally be fun if you were a fan<br />
films. Many of the titles which<br />
of the source material.<br />
A<br />
L<br />
landed on that console came to<br />
the PSP (and by extension Vita)<br />
Just as common were 2D<br />
with the launch of the PS1 classics<br />
platformers designed around older<br />
B<br />
A<br />
program in 2006, which allowed<br />
sensibilities, such as the beautifully<br />
them to be downloaded and taken<br />
animated Hercules: Action Game<br />
L<br />
S<br />
on the go.<br />
or Tarzan, both based on the<br />
moderately popular films, as well<br />
Among the titles offered through<br />
as Mickey’s Wild Adventure, which<br />
E<br />
S<br />
the program were things like 102<br />
was an original platformer starring<br />
Dalmations, A Bug’s Life, Atlantis,<br />
the firm’s mascot. There was also<br />
I<br />
Toy Story 2, and Lilo & Stitch – early<br />
outings into the 3D platformer<br />
a further game based on Pixar’s<br />
biggest IP in Toy Story Racer, which<br />
genre (which had flourished on the<br />
aped Mario Kart‘s design for a<br />
C<br />
PS1), which usually had you running<br />
fairly enjoyable time. All of the<br />
around finding dozens of collectible<br />
aforementioned titles are available<br />
S<br />
items and jumping on the heads<br />
of bad guys. Of them, Toy Story 2:<br />
on Vita through backwardscompatibility.
My personal favourite of the bunch<br />
is Monsters Inc: Scare Island, a game<br />
which has you running around as Mike<br />
and Sulley practicing their intimidation<br />
skills in a training course designed<br />
for monsters. It was a first foray into<br />
the Disney licensed arena for Sony –<br />
something the company would revisit<br />
many years later for its handhelds.
Throughout much of the seventh<br />
generation (which is when Sony<br />
introduced its handheld PSP<br />
console), one publisher seemed to<br />
have a monopoly on family-friendly<br />
software, including Disney/Pixar<br />
games. That was THQ, whose titles<br />
remain on the PlayStation Store<br />
despite the company itself going<br />
bankrupt in 2012.<br />
THQ’s debut effort on Sony<br />
portables was a tie-in game for<br />
Pixar’s Cars. In contrast to the 3D<br />
platformers Disney games were<br />
known for up until that point, this<br />
was a racing title that had you<br />
playing as Lightning McQueen and<br />
friends. It was actually fairly solid,<br />
capturing the feel of the film while<br />
still being enjoyable to play. It<br />
proved to be a successful formula<br />
that THQ would attempt to emulate<br />
years later with Cars Race-O-Rama,<br />
but sadly this wasn’t quite as well<br />
received.<br />
T<br />
H<br />
E<br />
T<br />
H<br />
Q<br />
E<br />
R<br />
A<br />
Following this, THQ went in a more<br />
familiar direction. Ratatouille was a<br />
very traditional 3D platformer that<br />
had you playing as Remy, following<br />
the events of the film, in a game<br />
that was far from essential but was<br />
nonetheless a decent amount of<br />
fun. Then there was Wall-E, which<br />
was based on a PS2 version of a<br />
multi-platform release spanning<br />
generations.<br />
A further tie-in to Up was released<br />
in 2009 and it included some<br />
interesting character-switching<br />
mechanics. Sadly, THQ’s license<br />
quickly ran out after this and it<br />
would be the last of its Disney<br />
titles. The company bowed to<br />
financial pressures and exited<br />
gaming altogether soon thereafter.
D<br />
I<br />
S<br />
N<br />
While Disney would continue to license out its Pixar films to<br />
publishers such as THQ during most of the seventh generation,<br />
it also continued to produce content through its own subsidiary<br />
- Disney Interactive Games - providing an even broader range of<br />
content for Sony’s handhelds.<br />
E<br />
Y<br />
S<br />
For example, there were multiple games based on the popular<br />
Pirates of the Caribbean film series (which itself was based on a<br />
ride at Disneyland, amusingly). Dead Man’s Chest was an actionadventure<br />
title that released in 2006, quickly followed by another<br />
tie-in to At World’s End in 2007. Both are available on PSN as a<br />
double pack, and although neither is particularly memorable,<br />
they can provide a good swashbuckling distraction. Disney<br />
also worked with Warner Bros. to create LEGO: Pirates of the<br />
Caribbean in 2011, which was a tonne of fun, even if the PSP port<br />
was merely an up-ressed DS game.<br />
O<br />
W<br />
N
Disney continued to work in partnership with other publishers beyond this, such as<br />
with Square-Enix on the-then latest entry in its long-running crossover RPG series<br />
Kingdom Hearts, entitled Birth by Sleep. It was seen by many as the best handheld<br />
entry in the franchise to-date, as well as being a return to form following a number of<br />
questionable releases. Sadly, due to licensing issues, Birth by Sleep was never made<br />
available on PSN, meaning you’re unable to play it on Vita without hacking it.<br />
E<br />
F<br />
F<br />
O<br />
R<br />
T<br />
S<br />
Elsewhere, in 2010 the company worked on Toy Story 3 (a 3D<br />
platformer) and Tron: Evolution (a bizarre combat/platformer/racing<br />
hybrid), neither of which were particularly well received on Sony’s<br />
handheld thanks to their stripped-down content (for example on<br />
consoles, Toy Story 3 included a toy box mode that allowed you<br />
to create your own levels, something that would be a template for<br />
their later series Disney Infinity). This low effort was a precursor to<br />
what would follow which was dropping support completely, but an<br />
unexpected source stepped in to continue bringing Disney games to<br />
Sony handhelds.
S<br />
O<br />
N<br />
An odd partnership was struck in 2011 between Disney<br />
and Sony, where the Spanish developer Virtual Toys was<br />
commissioned to make games based on a variety of Disney’s<br />
IP’s for Sony’s handheld lines, likely as part of a broader<br />
attempt to engage younger gamers with Sony’s platforms<br />
(this also included things like the new IP Invizimals).<br />
Y<br />
This first happened for Cars 2, based on the Pixar sequel<br />
from 2011. Rather bizarrely, instead of being a port of any<br />
S<br />
pre-existing version, Cars 2 was a bespoke experience built<br />
specifically for the PSP, shifting the racing mechanics to an<br />
isometric perspective reminiscent of Micro Machines.<br />
T<br />
E<br />
P<br />
S<br />
This was followed in 2012 by a direct port of Phineas & Ferb:<br />
I<br />
N<br />
Across the 2nd Dimension, again for the PSP, although by this<br />
point it was clear that the initiative would have to shift over<br />
to a newer platform, not least because Phineas had some<br />
major performance problems.
This happened a couple of years later in 2014 when Muppets Movie<br />
Adventures released on PlayStation Vita, Sony’s handheld replacement for<br />
the PSP. Another bespoke experience, and one that attempted to make<br />
use of the console’s unique inputs, it unfortunately was a bit of a boring<br />
mess that isn’t really worth playing. That was a shame, given previous<br />
Muppets titles had proved in the past that they could be pretty fun.<br />
Virtual Toys worked on one last Disney game on Vita in 2015, which was<br />
Phineas & Ferb: Day of Doofenshmirtz. An expansion of the gameplay<br />
basis that had been developed in Across the 2nd Dimension, it offered<br />
some enjoyable if uninspired 3D platforming action that thankfully was a<br />
big improvement over Muppets.
A<br />
Between 2008 and 2012,<br />
Disney Interactive Studios<br />
It spawned a sequel in 2012<br />
(Epic Mickey 2: The Power of<br />
H<br />
reportedly lost over $200m<br />
per year, causing some deep<br />
Two), which Sony paid to be<br />
ported to Vita a year later.<br />
restructuring of the company<br />
It was a bizarre decision,<br />
L<br />
A<br />
and shifting priorities. This<br />
and the game itself received<br />
is undoubtedly one of<br />
a very lukewarm critical<br />
A<br />
N<br />
the reasons the company<br />
never really pledged any<br />
reception, but it did at least<br />
provide a nice bit of variety<br />
support for Vita. However,<br />
for the console’s library.<br />
S<br />
D<br />
beyond its work with Virtual<br />
Toys, Sony also engaged<br />
Sony also got involved<br />
T<br />
H<br />
other developers to bring<br />
this missing content to its<br />
in bringing Disney’s even<br />
bigger gamble to the<br />
handheld.<br />
handheld - Disney Infinity.<br />
E<br />
Disney Infinity was an<br />
For example, one of Disney’s<br />
ambitious entry in the<br />
F<br />
L<br />
biggest titles of the seventh<br />
generation was Epic Mickey,<br />
toys-to-life genre which<br />
allowed gamers to play in<br />
a sweeping 3D platformer<br />
the fantastical worlds of<br />
E<br />
D<br />
which aimed to tell the tale<br />
Marvel, Pixar, and eventually<br />
of Disney’s mascot and his<br />
Star Wars, as well as build<br />
W<br />
history throughout the years.<br />
their own levels using in-
D<br />
I<br />
S<br />
N<br />
E<br />
Y<br />
depth creation tools. The<br />
second entry, Disney Infinity<br />
2.0: Marvel Super Heroes,<br />
received a belated port in<br />
2015 which included an<br />
exclusive Black Suit Spider<br />
Man figure, but it failed to<br />
set the sales charts alight<br />
due to its tardy appearance<br />
and the toys-to-life concept<br />
not fitting all that well with a<br />
portable platform.<br />
This led to the third entry –<br />
G<br />
A<br />
M<br />
Disney Infinity 3.0 – skipping<br />
Vita altogether, although by<br />
this point it was becoming<br />
clear that the franchise was<br />
failing to hit its sales targets<br />
and support would soon be<br />
pulled altogether.<br />
E<br />
S
F<br />
U<br />
G<br />
T<br />
A<br />
U<br />
M<br />
R<br />
E<br />
I’ve already written extensively<br />
tie-ins to Monsters University<br />
E<br />
S<br />
about Vita now ending<br />
production worldwide and,<br />
and Mickey’s Haunted<br />
Mansion were announced by<br />
O<br />
unsurprisingly, youngergamer-friendly<br />
titles like<br />
Sony’s Spanish division.<br />
those based on Disney IPs are<br />
In fact, Disney games on<br />
D<br />
N<br />
among the first to go when a<br />
console is reaching the end<br />
consoles in general seem<br />
much less prevalent these<br />
I<br />
V<br />
of its life. Virtual Toys (the<br />
developer of numerous Disney<br />
days – instead they’ve shifted<br />
over to mobile as the AA<br />
games from 2011 onwards)<br />
market has somewhat fallen<br />
S<br />
I<br />
moved on to a PS4 MOBA<br />
after Phineas & Ferb launched<br />
through. The odd title to slip<br />
through the cracks here and<br />
N<br />
T<br />
and since then appears to<br />
have shut down, while Sony<br />
there, such as Cars 3: Driven<br />
to Win, haven’t release on<br />
itself rapidly withdrew support<br />
Vita, which is unsurprising but<br />
E<br />
A<br />
for its own handheld. The<br />
latter in particular was a<br />
a little disappointing all the<br />
same.<br />
shame because at one point<br />
Y
C O N C L U S I O N<br />
Despite often being aimed at<br />
younger gamers, there’s a lot<br />
of fun to be had with some<br />
Disney titles, making them a<br />
nice addition to any console’s<br />
library. While this meant they’ve<br />
naturally gravitated more towards<br />
Nintendo machines over the<br />
years, due to a better audience<br />
match, there’s still a nice selection<br />
of games available on both PS1<br />
& PSP, including some solid 3D<br />
platformers such as Monsters Inc:<br />
representation, but for whatever<br />
reason Sony stepped in and<br />
decided to start paying for<br />
ports of these titles by itself;<br />
a bizarre move given Sony’s<br />
lack of support elsewhere in<br />
the handheld’s library. While<br />
Disney Infinity 2.0, Epic Mickey<br />
2, and Phineas & Ferb: Day of<br />
Doofenshmirtz may not go down<br />
as among the best games ever<br />
made, they nonetheless helped<br />
broaden the platform’s library.<br />
Scare Island and Wall-E.<br />
By Adam Cartwright<br />
As for the Vita, the bankruptcy<br />
of THQ and heavy restructurings<br />
at Disney Interactive Studios<br />
left the handheld without much
SILK, Inspired by The Lords of Midnight, Hits Kickstarter<br />
New sandbox RPG adventure, inspired by the late Mike Singleton’s ZX Spectrum<br />
classic, brought to Kickstarter by the designer of Discworld Noir<br />
Manchester, 28th February <strong>2019</strong>: International Hobo is pleased to announce<br />
that Silk, a Sandbox RPG Adventure Game, has launched on Kickstarter. If funded,<br />
the game is targeting release on Steam, PS4, Xbox One and Nintendo Switch.<br />
Kickstarter video: https://youtu.be/Eulngufz-iQ<br />
Silk is a tribute to the late Mike Singleton, especially his ground-breaking 1984<br />
game The Lords of Midnight, and development is being directed by Chris<br />
Bateman, designer of Discworld Noir and Ghost Master.<br />
The engine used to produce the world of Silk has an identical design to the original<br />
‘landscaping engine’ that Mike Singleton designed for The Lords of Midnight,<br />
although it uses 2D assets rendered in Unity to create a more vibrant feeling<br />
wilderness with retro roots and a contemporary lo-fi vibe. All the exploration and<br />
warfare of the original is here, along with trading and recruiting Advisors who<br />
make up an RPG party inspired by the Clan Ring of King of Dragon Pass.
WRITTEN BY PAUL MONOPOLI<br />
With a lo-fi visual aesthetic and a lightweight interface that delivers endless engaging<br />
decisions, Silk is an innovative role-playing adventure like no other. Rise<br />
into glory by running your caravan from the Roman Empire to war-torn Three<br />
Kingdoms China. Defend yourself from bandits, sandstorms, and rebellions by<br />
hiring Advisors skilled in everything from battle to wayfinding. Fall in love with<br />
your own unique party of Advisors and the enchanting world of the Ancient Silk<br />
Road in 200 AD.<br />
Gameplay trailer: https://youtu.be/cFyvMgstQug
“This is a game I’ve wanted to make for some time, but it never felt like the right<br />
time.” said award-winning game designer Chris Bateman, Creative Director, International<br />
Hobo Ltd. “But there might never be a good time to honour the influence<br />
Mike’s work as a game developer had on me, and now is a great time to be trusting<br />
fans of indie games to support something innovative and unusual, that’s not<br />
like anything else out there, and that pays tribute to a pioneer who sadly passed<br />
away in 2012 at the age of 61. I can think of no better way I can memorialise his<br />
achievements than to make a game inspired by what I loved in his classics.”<br />
Playable Demo: https://bit.ly/2StpLrD<br />
Press Assets: https://bit.ly/2GQjwgp<br />
Kickstarter Page: http://kck.st/2EmVMwr<br />
---<br />
About International Hobo Ltd<br />
International Hobo combines award-winning creative services with a new game<br />
development studio. The core company is one of the world’s most successful<br />
game design, narrative design and scriptwriting consultancies, and games the<br />
company has worked upon have collectively sold more than 10 million units while<br />
franchises its staff have worked on have sold in excess of 80 million units. They<br />
are currently expanding operations to include development teams working on<br />
innovative ‘heirloom’ console game projects for niche markets, of which _Silk_ is<br />
the first title in development.
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Each Gametraders store have their own<br />
Facebook page! Want to ask your local store<br />
a question or keep up to date with their latest<br />
product releases? Check out their pages below!<br />
SOUTH AUSTRALIA<br />
Modbury: facebook.com/gtmodbury<br />
Salisbury: facebook.com/gtsalisbury<br />
Seaford: facebook.com/gtseaford<br />
NEW SOUTH WALES:<br />
Blacktown: facebook.com/gametradersblacktown<br />
Macarthur Square: facebook.com/gametradersmacarthur<br />
Hornsby Live: facebook.com/GametradersHornsby<br />
Penrith Live: facebook.com/GametradersLivePenrith<br />
Parramatta: facebook.com/GametradersParramatta<br />
QUEENSLAND:<br />
Chermside: facebook.com/gtchermside<br />
Morayfield: facebook.com/GametradersMorayfield<br />
AUSTRALIAN CAPITAL TERRITORY:<br />
Hyperdome: facebook.com/GametradersHyperdome
Check our past Live issues HERE: issuu.com/gametraders<br />
SUBSCRIBE:<br />
www.gametraders.com.au/subscribe<br />
FIND YOUR NEAREST STORE...<br />
South Australia<br />
Modbury..................................................(08) 8265 7283<br />
Salisbury..................................................(08) 8281 0966<br />
Seaford.....................................................(08) 8327 1966<br />
ACT<br />
Hyperdome.............................................(02) 6293 3751<br />
New South Wales<br />
Gametraders <strong>LIVE</strong> Penrith.........(02) 4731 3894<br />
Blacktown................................. (02) 9676 1411<br />
Macarthur Square (Campbelltown) (02) 4620 0750<br />
Parramatta................................ (02) 9633 2833<br />
Gametraders <strong>LIVE</strong> 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