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The Heartbreak of Half-Life

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The air is acrid, thick with the vapour trails of stinger missiles and gunpowder. Spent shell casings litter the forest floor and the roar of my buggy engine is the only sound that perforates the post battle silence. Moments ago, determined screams of the Resistance echoed through the trees as Striders fell hard through the forest canopy. The ground shook as one by one the machines fell, finally a victory against the Combine forces that would ultimately bring a close to an endless war which had seen the human race enslaved, slaughtered by the billions. I sip from my cold cup of coffee, and think to myself…

“Suck it.”

Victorious smugness turns to curiosity. Our silent hero, one time Black Mesa employee of the month Gordon Freeman, listens attentively as the Vance family lay out the next move. We’re taking the battle to them and it will be like nothing we have seen before.

Without warning the roof tears open, and a floating space potato hovers into the room and administers a beatdown worthy of Hulk slapping Thor across the heli-carrier floor. Within a heartbeat, Eli is dead. Alyx is weeping. Dog has once again saved the day, but the aftermath is horrific. The rage I feel is unquestionable. I will, I must destroy the Combine and everything they stand for.

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60% Space Potato, 40% Proper Bastard.

Gordon still hasn’t said anything. He might be blinking a bit. Merle Dandridge, the voice actor behind Alyx Vance delivers an utterly heart crushing final scene that makes me emit a sound like a dying seal. I am twenty seven years old and sobbing into my keyboard.

I am going to kill EVERYBODY. My wrath will be felt in the four corners of the Multiverse. The Combine have no idea what is coming.

Fast forward almost ten years to 2016. Alyx is still cradling the dead body of her father and Gordon is still stood there silently. Blinking and breathing but not offering a great deal to the very awkward situation that he’s spent the last nine years in. I am now thirty five years of age, and I am still waiting for some closure.

You could argue that there are short films and stories. You could argue that the Portal games offer clues and trivia that help the player discover what happened to Gordon and Alyx after their ill-fated space potato rumble. I am completely unsatisfied by these. What I want to see is for Valve to live up to the promises that they made, that Half-Life would be an episodic gaming experience like no other. The only other time I felt this much heartbreak was when Firefly was cancelled but even then the fans were rewarded with Serenity, which did in turn provide a completely fresh agony.

“Like a leaf on wind.”

Damn you, Whedon. Damn you to Hell.

Valve, let us pick up that crowbar one final time.

It’s highly unlikely at this point that fans will ever see the release of Half-Life Chapter 3, Half-Life 3, or even Half-Life : Alyx and Gordon Retired to the Maldives and Drank Rum From Coconuts Forever. I just cannot see any kind of closure arriving anytime soon. Half-Life was a game of the time, a simple run and gun shooter with a blistering storyline. A voiceless protagonist who had more emotional depth than any recent efforts at Lara Croft (“climb Lara, climb! You MUST believe in yourself!) or the endless stream of dull Assassins who recklessly free run across twinkling cities. These days FPS games are littered with cover systems, RPG elements, parkour and more. This is no bad thing by any means, but that isn’t Half-Life and I cannot see how Valve would be able to create a marketable final instalment to this beloved series without seriously overhauling the core mechanics of gameplay.

Would the game benefit from modern gaming tools? A slow-motion inducing weapon wheel that pops up over the action? A skills tree? Customisable outfits that… No, I can’t. The HEV suit must remain untouched, scuffed and orange, still sticky with the bodily fluids of beaten head crabs.

I am still waiting. Every article that bellows “HALF-LIFE 3 ANNOUNCED” makes me jab a finger through the screen of my iPad. Every YouTube video that promises to finally reveal gameplay breaks my ageing heart.

If the end of the world arrives before the end of Half-Life comes, I will find Gabe Newell in whatever follows this Earth and I will follow him around carrying a tuba making loud honking sounds for the rest of eternity.

Or until he hands me a CD with Half-Life 3 scribbled on the front of it.

Tell us about your favourite Half-Life memories! Your epic moments. Did you take down twenty three Combine soldiers with nothing but the crowbar and six percent health? Did you corner yourself in the prison defended by bullet spewing turrets? What do YOU think Valve would need to introduce to the series to make it relevant to a modern audience? Pull up a fat chair, brew a coffee and hit us up in the comments.

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I love you, Mr Freeman. I will always wait for you.

 

A Brief Thought on Audio Commentaries

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DVD Audio commentaries.  Love them or hate them, they are a part of modern media.  I find myself enjoying them quite a fair bit if I am honest.  Some are absolutely terrible but some very rare gems are out there if you take the time to find them.
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One of the finest DVD commentaries I have ever had the pleasure of sitting through for two hours is that of Warwick Davis and his audio commentary of Willow.  It is witty, insightful, refreshing and a thoroughly good listen.  If you have already listened through it yourself, I am sure you will agree.  If you have not, then I strongly suggest you give it a listen.

But what is it that makes a good Audio Commentary?  Is it the witty banter between participants?  Is it the behind the scenes insights?  Is it the hope of noticing something new about your favourite film that you had overlooked despite watching it through for the umpteenth time?

One thing I know from my own experience of Audio Commentaries is that there is no “One Size Fits All” approach to them.  What does it for me will not do it for someone else.  What I find thoroughly enjoyable will be downright irritating to others.

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I think that one of the most universally panned Audio commentaries ever is that infamous one with Arnie and Mr Verhoeven for Total Recall.  It is just two hours of Arnie telling you exactly what you are seeing on the screen.  In typical Arnie fashion though, it is so bad that it actually becomes good.

As the film industry grows, no doubt Audio Commentaries will continue to grow too.  There will be duds.  There will be real gems.  There will be (hopefully) more commentaries from Arnie that are just so bad that they are good.

In the end, those of us who enjoy them will always find those commentaries which really speak to us as lovers of movies.  Those who hate them, will listen on in bemusement whilst we willingly listen to people jabbering on over the top of a film, when normally we would smack our friends if they tried to talk over the top of it.

Spotlight

Spotlight is a film of quiet power. Aside from one justifiably outraged outburst from Mark Ruffalo (portraying Mike Rezendes), it is a film that does not allow it’s message to become mired in rage or compromised by overshadowing set pieces. It instead operates much as the investigation at the core of its narrative: with precision, with patience and with determination. Emotionally, it is a story that could easily revolve around high drama, big monologues a day prominent emoting. However, in a narrative that is primarily concerned with truth and the discovery of said truth, such drama would detract from the film’s power. Much like it’s core characters, Spotlight is smart enough to take its time to build it’s case, to take its time slowly and surely. In doing so, it is a film that establishes a distinctly classic feel, one that allows its narrative and cast to speak for themselves rather than resorting to the ease of spectacle. There is something about the way in which the story is allowed to develop at an organic pace, to really be talked through and allowed to breathe.

The fact that it does so is aided in no small part by a truly stellar cast, one that works impressively well as an ensemble. So many films, not unfairly so, revolve around a single core character, a star, who finds themselves surrounded by side characters. Even in deliberate ensemble films, it is not uncommon for one or two characters to take the lead, to steal the spotlight, for lack of a better term. Spotlight ensures this is not the case for itself by creating a true team dynamic, one that has to exist if the narrative wishes to make sense. The story follows the efforts of a journalistic team to uncover the truth behind what would reveal itself to be the widespread sex scandal covered up by the Catholic church, it would be nonsensical for us to follow simply one character and believe they got absolutely everything done themselves. Thus, we end up with a well established and well performed ensemble. True, certain characters gain more of the narrative weight than others, as will always happen and not necessarily for the ill, but overall, the film gives each character the chance to play their part in the bigger picture.

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If I were to highlight a flaw with the film, it would however have to fall into this same area. An ensemble piece is a double-edged sword in that, as wonderful as it is to bring together a group of incredibly talented performers, as Spotlight does, you risk spreading yourself thin in trying to cover each and every one of them. It is a classic problem in film, and one that is most commonly seen when too many antagonists appear within a story. And while Spotlight certainly doesn’t completely fall to this issue, it must be said that characters such as Brian d’Arcy James’ Matt Carroll do feel like they could benefit from a little more screen time, just a little more meat on their part of the narrative. That said, it is understandable why they don’t necessarily get that time, not because of their performance (the performances are universally strong) but because ultimately, not everybody can be the “hero” of the narrative. The film must be commended however for trying its hardest to give each of the ensemble a fair shot at adding to the ultimate victory.

If there is to be a hero though, it is Mark Ruffalo. Michael Keaton is a persuasive leader and Rachel McAdams does some wonderful work investigating the victims of the abuse but it is Mark Ruffalo, as Mike Rezendes, who pursues the story with a passion that is tremendous in that it is exactly what you would expect someone to feel when placed upon the road of discovery that Rezendes is. The character’s aforementioned burst of anger is pivotal as the film’s “go loud” moment because it is the logical culmination of an outrage, of a passion that has been persuasively built throughout the story. It is Rezendes that is on the forefront of several of the investigation’s major reveals and it is Ruffalo’s commitment to the slow build that Spotlight employs across the board, that allows us to really follow along with the character, to believe in the course that he follows. Rezendes serves as another performance that convinces me that Mark Ruffalo is well and truly an actor worth his salt, one whose performance range goes well beyond that which most people will see him in.

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However, I am being remiss in limiting the rest of the cast as I have done so far. Ruffalo is, arguably, our nominal lead but the other key performers, notably McAdams and Keaton, do a damn fine job of attempting to convince you otherwise. What Spotlight does so wonderfully well is know exactly how to best utilise the resources available to it. Rather than constantly cramming each of the characters into the same space it allows them to branch out, to follow their own paths and to really perform. For a film that clocks over two hours and provides ample time to each of its performers, it is not one that feels overdrawn or flabby. Rather, it is taut, each scene giving you everything you need and no more, while simultaneously making sure that everything you need is distilled into its purest form and brought to light with the kind of precision that you can only get from the combination of a brilliant script (credit to writer Josh Singer and writer/director Tom McCarthy) and an outstanding cast.

As I said before, there is a feel of the classic about Spotlight, something about the way it paces itself, the way it moves mostly on dialogue and the discoveries that fuel said dialogue. There is an almost documentary approach to the narrative and an element to the investigate lens through which we see things that puts me in mind of films like All the President’s Men, stories that, in their concern for truth, ensure that the truth, and not any of the flash around it, is the primary vehicle for drama. Spotlight is a film that, given time, could well be deserving entry in to the archives of classic films and, if nothing else, is a film that should be paid attention to. The story it tells may not be new but the way in which it does so, and the strength of performance from all involved in doing so, means that this is a film that needs to be held up as a chronicle of our culture and that deserves to be praised as a way in which we enact said chronicling.

Daredevil Season 2 – Trailer

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It’s been a while since we got treated to a nice reminder that Daredevil is coming soon (18 March, 2016, if you were wondering). But there we have it. Netflix released only a few days ago the official trailer for Daredevil, season 2, peppered with enough information to make us want more, but not enough to ruin the surprises it might have up its sleeve.

The show, featuring Charlie Cox as Matt Murdock, Deborah Ann Woll as Karen Page,  Elden Henson as Foggy Nelson and Vincent D’Onofrio as Wilson Fisk will add a few new characters to its roster: Frank Castle, played by Jon Bernthal, Stephen Rider as Blake Tower and Elodie Yung as Elektra Nachios. Marvel fans will most definitely recognise the names and I am sure there will be much rejoicing if each character is brought to life properly, at long last. Given Daredevil’s quality in terms of writing and acting when it came to season 1, I am hopeful that we won’t be disappointed.

Until the show hits our screens, take a look at the trailer below and brace yourselves. Daredevil is coming!

https://www.youtube.com/watch?v=m5_A0Wx0jU4

The Road to Civil War – MCU Supercut

Coming in as a newbie to the MCU (Marvel Cinematic Universe) can be a little daunting. You’re surrounded by people that know the inside jokes, that have detailed headcanons about the characters and events and, if they are also familiar with the comics that the movies drew their inspiration from, you are doomed.

For those that just enter the magical realm of MCU, but also for those that have been familiar with it since its debut,  MCUExchange has the answer. Their clip, a little over 5 minutes, does an amazing job at pointing out the most meaningful moments that have pushed the story towards its convergence point in Captain America: Civil War, a movie that will hit the big screens in a little over two months.

Don’t get me wrong, this clip offers only the cliff notes of a rich story that cannot be contained in its short span, but it will definitely pull at your heartstrings and remind you of all those little things that have built up the Marvel Cinematic Universe, making it one of the most lucrative movie franchises of all times.

https://www.youtube.com/watch?v=682_yjauxso&feature=youtu.be

Kaizo Trap – Beautifully, Geeky, Animated Music Video

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On my regular jaunt around the Internet I stumbled across the below video (by Guy Collins) and being the curious chap I am, I gave it a click… beautiful is the word.

In short it’s an animated music video about a girlfriend who buys her hubby a retro Games Console; cause that’s what awesome Girlfriends do. He goes in to play and then something happens… he’s sucked  into the game!  And she has to go in after him.

The video starts as she tries to get to grips with the reality of the game, deaths, respawns and the endless grind to get past certain areas. She powers through, gets better, learns and reaches what she thinks is the end; its not, its just a Kaizo trap and she is killed.

It is then that there is this very beautiful super poignant part where she has the option to continue or not.

Two doors are shown; one for the game and one to go back home. She takes little time, and with a grimace of determination, goes back into the game.

Our Hero battles through the levels again, makes it to the boss (who is a game possessed version of her boyfriend), defeats him, he comes round, there is an embrace, you think they will fight their way back together BUT…. he’s sucked up to another level… another trap.

Unperturbed, and driven by her love for her boyfriend, her need to see him safe and, no doubt, a want to defeat the game she follows and goes through more hell just to reach the final boss.

Unfortunately it looks like she wont be able to defeat this monster, which has her boyfriend trapped in a glass cryotube,

She is hit and goes down.. she starts to flash.. Game over? No, her boyfriend, who is coming round, starts to pull tubes out of himself, that the boss attached to him, and she starts to come back.

The Boss is weakened by the boyfriends actions and she takes advantage of it, jumping through a portal and into the chamber to save her lover and drag him to safety. She grabs him by the hand and trails him through the game and all the levels just to make it home. They jump onto a jump pad as the world below them disintegrates, high into the air they go.. the boyfriends hand starts to slip and then….

Well, you’ll have to watch it and see.

Get the Kaizo Trap Download Pack for $5 and support my channel!
http://mondomedia.com/digital_shop/vi…

Join us on reddit!
https://www.reddit.com/r/kaizotrap/

Written and animated by Guy Collins

Music by Leslie Wai
https://www.youtube.com/user/Lizard12…

Listen to the track here!
https://www.youtube.com/watch?v=9IZps…
Buy the single “Paradigm / Nocturnal” on ITunes!
https://itunes.apple.com/gb/album/noc…

 

WHAT IS A KAIZO TRAP?

Well Tv Tropes has given us a good definition :

A Kaizo Trap is a type of video game Hope Spot: You have just finished a difficult challenge, such as defeating a boss, completing a level, or even winning the whole game. The battle is over and you breathe a sigh of relief. Then the game kills you during the victory cutscene, and you have to do it all over again.The player has to find a way to defuse the trap before completing their actual goal, as their fate is otherwise unavoidable after triggering the cutscene and losing control of their character.

Known in Japan as “Kōmei no wana” (“Kōmei’s trap”, Kōmei being the Japanese reading of Kongming, the courtesy name for Zhuge Liang, a famous strategist from Romance of the Three Kingdoms).Naturally, an example of Trial-and-Error Gameplay since you have no way to know of (even less so, expect) the trap beforehand. Commonly found in Platform Hell titles, as just one more sadistic Screw You on the part of the designers. The opposite of this trope is Fission Mailed.

 

 

I hate Funko POP!Vinyl toys. Here’s why

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The rise of these irritating things seems unstoppable.

You’ve seen them, maybe you have a few of them yourself, but lets face it – you can’t escape from The Funko POP!Vinyl phenomenon. Cute super deformed Japanese “chibi” style take on your favourite superhero / movie / tv / comic book characters and I have to admit first time I saw them I thought they were rather novel; now they are beginning to grate on me.

At nearly every comic book shop, every convention, they’re there staring back at me with that vacant soulless expression. I’ve got friends who go gaga over getting the latest one or even some rare ones; which, according to ebay, can  fetch up to £449.99! This one in particular, A silver, limited edition Batman. (shown below)

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You could travel to America from the UK and back for the same price.

I can see these things going the way of the Beanie Baby toys.

Just on a side note; currently the most expensive Beanie Baby out there on eBay is a limited edition Princess Diana worth a whopping £64,000.00! Think of the things you could buy with £64,000.00!

It seems Funko POP!Vinyl have got their fingers in nearly conceivable franchise from the Marvel Universe to the TMNT and Back to the Future series and everything in between. They have over a thousand licences for merchandising but I guess the straw that broke the camel’s back for me was the introduction of The Golden Girls  toys. Seriously?! Is that something that really needs to be franchised and merched ?!

This is just another example of pop culture eating itself.

Whilst we’re at it why don’t we have Funko POP!Vinyl Newsnight team or the Funko POP!Vinyl Making a Murderer dolls. Or better still Funko POP!Vinyl George Osbourne with a little red treasury box accessory. To paraphrase the words of a well-known internet meme Funko POP!Vinyl needs to calm the heck* down.

Seriously???
Seriously? Why would a need a toy Bea Arthur?!

OK, I know what you’re thinking…Maybe I’m the one that needs to calm down here; It’s just a matter of taste after all? Fine. Aesthetics are part of my issue with these collectables, but what bugs me is that they are spreading everywhere like some unstoppable zombie virus!

Take my local branch of Forbidden Planet for example; they have two entire rows of these vacant action figures taking up space that was once for serious comic book merch. The way this trend is going there will be no more ACTUAL merch. Just these empty looking  toys in their pristine white boxes.

I know this is a rather bombastic prophecy but it really does seem to be going that way. What’s the point of popping into Forbidden Planet during my lunch break when I know all there’ll be is those bloody dolls? It’s like the characters in Toy Story have been replaced by “pod people” from the Invasion of the Body Snatchers.

I don’t know what it is that perturbs me so much about them. I guess it’s a combination of their pervasiveness; their over-saturation of the nerd market and the whole overall big headed look of them. Or perhaps it’s the lack of a mouth (The Moomins used to freak me out when I was a kid for that same reason.) At the end of the day, like many things in life I will never understand or “get” (like 90% of most “popular music” for example), these Funko POP!Vinyl are here to stay. Maybe their bubble will burst and they’ll go the way of so many fads of years past like Tamagotchi’s or yo-yos… we can only hope.

So who’s with me on this one? Do you hate these things as much as I do? Am I alone in my sparsely furnished, bare bulb lit room of insanity in thinking this or there others out there that are in agreement? Dozens perhaps! Or should I just grow up and devote more energy to real life issues like the Junior Doctors strike?

As always internet I await your reply with baited breath.

Follow the author on twitter @hughesms

1.21 Gigawatts or how I learned how Doc Brown made the fake bomb

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They found me I don’t know how but they found me…..

Ever wonder how Doc Brown ripped off the plutonium for the Libyans? Wouldn’t it make for an insane geopolitical thriller?!?

Well this fan did wonder and made this amazing “trailer” for a Back to the Future we never really knew we wanted to see ….until now!

See how many films you can see that make up this trailer! It’s a mash up of Syriana, Munich, Zero Dark Thirty and Camp Nowhere!

Enjoy Future Boy!

 

Poor Choices: Becoming a Games Designer

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Last year I had the pleasure of play testing an up-and-coming new card game, Poor Choices. The Kickstarter launched two weeks ago and has already reached most of it’s goals, and looks like it will be achieving all it’s targets to produce a slick, fully illustrated, well designed game, ready to ship for Christmas this year!

I had a great time playing the game, although there isn’t much point reviewing that version, as many changes have been made for the final release. Basically, Poor Choices is a social game with elements of sabotage and real life consequences with the emphasis firmly on fun and humour. Check out the website for video demos of how the game works, and samples of cards and artwork. It’s an interesting concept, and one of those games that is a lot simpler to play than it is to explain.

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The creator, Wade Welsh, is not shy about the influence that Cards Against Humanity had on his decision to produce the game. CAH has firmly broken the mainstream market and opened the doors for new developers and rookies alike to try their hand at games design. This will surely result in a lot of CAH-style games (and outright rip offs) but has also added some new blood to the market, and brought card games back to the public eye, rather than the peak of elitist geekery that Magic the Gathering and other CCG’s are perceived as.

I was one of those kids that grew up surrounded by poly dice and wargaming miniatures, and I wasted plenty of my youth creating my own, generally rubbish, games. It’s been a privilege to get to know someone who has actually bitten the bullet, and is hoping to now live the dream and proudly call himself a Games Designer. With that in mind, especially for any budding entrepreneurs out there, I bring you an exclusive interview from Wade Welsh, Games Designer, about what it really takes to make your dreams a reality and launch your own game.

Tell us about yourself! Can you give me a quick summary of who you are and what brought you to this point, designing and producing your game?

My name is Wade Welsh. I have played a variety of games as far back as I can remember. Most notably, I played professional baseball for part of one season before hurting my elbow and ending my sports career. I gambled my entire life on the sport, so when I got hurt, I spent a good 5-6 years doing odd jobs trying to figure out what I wanted to do in my life.

I got into entrepreneurship as a means to escaping the 9-5, which felt like a prison sentence to me. Creating a game wasn’t planned by any means. The idea that I could use my entrepreneur knowledge to create a game came to while playing Cards Against Humanity with my family.

A month or so later is when I started researching what it would take create my own game.

How long have you been working on this idea, is it something you have always wanted to do?

The night the idea popped into my head was in December of 2014. I began research and testing a few ideas about a month later, and decided to go for it in June of 2015.

I can’t say I have had a goal of creating a game my entire life. I do, however, remember drawing board games on paper when I was a kid. Funny, I didn’t actually remember that until now. I don’t think you could play any of the games I drew, I just drew them. I loved the creativity involved in designing them. I also used to draw crazy characters with special abilities and physical traits. Wow, this is making me second guess my dedication to baseball!

Do you have a day job, or has this taken over? Will you risk it all for this or will you know when the time is right?

The last day job I had was selling auto insurance in 2011. The day I quit, I promised myself I’d do whatever it takes to avoid working for someone else again. I’ve spent the last four and half years supporting myself as an entrepreneur. I’ve done affiliate marketing, programmed a SaaS that tracked online marketing results, and imported physical products to sell on Amazon.

A big part of being an entrepreneur is being able to accept risk. I made the decision to risk it all in June of 2015. That is when I decided to devote all of my attention to creating Poor Choices. Since that day, I have worked approximately 2,000 hours in exchange for absolutely no money. The crazy part is that you still don’t REALLY know if your game will be funded until the Kickstarter is over.

What current or past games are among your favourites? Are you an exclusively card games guy, or do you play other formats (RPGS, wargames or even consoles etc)

The best part about playing games is the people you play it with. I am very family oriented and a fairly shy guy, so most of my experience with games is with my family. They gave up on playing strategic games against me years ago because I always win, so we just play social games anymore.

I was and still am a big video game fan. I’ve owned most of the consoles, all the way back to Atari. Nintendo, Sega, Nintendo 64, Wii, Xbox, PlayStation. I am a huge FPS fan, so Halo, Rainbow Six 3 and Call of Duty are my favorites. If you want some free kills, I suggest you find my lobby.

One game I played recently that I really enjoyed was Exploding Kittens. I didn’t think I was going to like it, but I play with my five nephews and nieces and I have a lot of fun.

What is a typical work day like for you?

I usually wake up around noon after staying up late the previous night. After I get ready, I look over my to-do list, which usually has 2-10 things I want to accomplish that day. I’m usually very unproductive in the morning, so I start with the easy stuff. Sometime in the evening, I get a burst of energy and tackle the “hard” stuff. I’ll watch some YouTube videos or stream an episode of Breaking Bad if I need a break. Then I proceed to work way too late into the night and do it again the next day.

What was the very first draft of this game like? Who did you playtest it with?

Oh man, I forgot about this. The very first physical draft of the game was permanent marker on lined index cards. After researching what people liked and disliked about card games, I had a list of about five different concepts. I tested them with my sister, mom and teenage niece. The game we all thought was going to be the best ended up being the worst.

We knew Poor Choices was the one because we were laughing so hard we were all crying. Even though we wrote the cards an hour earlier (and they weren’t even that funny at the time), we laughed a lot. Even today, when I get new cards from some of the comedians that write the cards for the game, I laugh out loud because I know that card will be hilarious.

What has been the hardest part of bringing your game to market?

Without question, exposure. You can have the best game in the world, but if nobody knows about it, you won’t sell a single copy. Plus, most people that have a large audience won’t/can’t help due to the fact that the game isn’t for sale now and they don’t know who you are. So it has been a huge struggle to gain exposure. Also, because this is my first game, I started with literally 0 followers. I didn’t even have a social media account at the time.

Were there any humiliations that you decided would be a bit too much and didn’t include?

Absolutely! Most humiliations were cut actually. The humiliations are a touchy part of the game. Few people actually want to be humiliated, so they need to primarily be fun, and avoid going too far. If they are too much, you won’t want to play the game with them, and that’s part of the fun. For example, who really wants to suck on someone else’s toes? And who would want their toes to be sucked on by one of their friends or family? Not me. I’ve actually toned them down a bit.

I do have plans to create themed humiliation packs after the game is complete. That would allow for people that want “hardcore” punishments to buy that pack in isolation, rather than force everyone to get them. Truth or dare, drinking and flirting humiliations are a few ideas I’ve thought about, but I don’t want to get too ahead of myself.

If you were doing this all over again would you do anything different, and what advice would you give to yourself?

I’d advise myself to get in a position that I can afford to hire people to do most of the work for me. This process has been the most stressful six months of my life. Can you tell I don’t yet have children?

I would also play test the game as early and as many times as possible. I was in such a hurry at the beginning that I spent $600 on samples from the manufacturer, and I had only play tested it with a few small groups. By the time I mailed some of the samples, I had already received feedback that changed the game.

Another thing that I probably don’t take as seriously as I should – have fun. I put a lot of stress on myself to create a perfect game. If someone said anything remotely negative, I was crushed. Games are all about having fun, and I think creating them should be as well.

Has anyone helped you make the game or have you done everything yourself?

I was very lucky to find Neil Morley from the UK, the artist that illustrated all of the characters, the logo, packaging, etc. He has been the easiest and most fun person to work with on any project I’ve ever done, and he’s done an unbelievable job. In fact, I’m trying to figure out a way to pay him to illustrate the rest of the characters in the game. Having every character illustrated on the cards would really pop.

I found Karl Brudvig from South Africa, a really talented 3D video generalist that helped me create the gameplay video, and he’s going to help me with the Kickstarter video as well.

I was also fortunate enough to partner with some real-life comedians to write some of the cards. I wanted to make sure there was a variety of humor in the game, and I found four standup comedians and a few more comedy writers that wrote about half of the cards.

I did most of the rest on my own (which I wouldn’t recommend doing) and almost every step was a challenge. It really makes my job easier when you find people that are good at what they do. This game would look terrible if I was in charge of the design.

Have you got some advice for the aspiring game designers out there?

I recently got my hair cut. The girl that cut my hair asked what I do for a living and I told her I created this game. She couldn’t believe it. I probably would have been the same way five years ago. It’s just not common to meet someone that creates games (or any other product for that matter). But I will say this.

Creating a game is probably more work that you think, but not as hard as you think. Just because you’ve never created a game, doesn’t mean you’re not capable of doing so. You don’t need a degree. All you need is an idea that you validate by having others test your idea.

Here is a bird’s eye view of the process I’d go through if I were to start over:

1) Write down as many ideas as possible – even if you think they are dumb or won’t work. Do this over the course of days or weeks. Play other games for inspiration. Write down what you like about them and what you don’t like about them. A lot of people jump into projects without thinking everything through. Taking the time now, will save you a lot of time later.

2) Once you have your list, create a super simple prototype of all the good ones – even if you have to use crayons and binder paper you rip into squares. Find a couple of friends or family members and try it out. Write down the things that work well and brainstorm how to improve things that don’t.

3) Mix and match different mechanics and concepts until you narrow it down to either a few good options or one good option with a few variants. Play test these as much as you can with as many people as you can. I recommend testing with friends and family, as well as blind testing (people you don’t know without you being there). Get everyone’s feedback and make changes as necessary. The game isn’t what you like or what you want, it’s all about your (future) customers. They are the ones paying their hard-earned money for your game. You must cater to their wants and needs.

4) Tell people about your game. I was SO afraid to do this. I thought people would steal my idea, tell me it’s the worst idea they’ve heard since they were born, etc. Tell everyone you know – even your friends and relatives you haven’t talked to in two years. Create a simple website, social media pages, etc. Start spreading the word any way you can, and there are infinite ways to do this.

5) Contact manufacturers to get quotes. This seems so daunting to someone who’s new, but let me tell you, this was probably the easiest step of this entire process. I recommend using a Chinese manufacturer because their prices are so much lower than US manufacturers. I admit I never researched UK and India manufacturers. I started searching for manufacturers on Alibaba, but ended up using a couple recommended manufacturers listed on Board Game Geek.

6) Figure out how you want to bring your game to market. Presales? Kickstarter? Indiegogo? Investors? Partnerships? Self-funding? Study people who have gone down the path you choose. Just make sure you listen to the people who have done what you want to do, rather than people who created a blog so they can make £50 a month with Adsense.

7) Have fun and don’t give up. There will be roadblocks. All you have to do is start, and then figure out how to get around each roadblock as they appear.

Thanks for the great interview Wade! Wishing you all the best for your project, I’ve got my order in – can’t wait to play the final game.

Alo Alo Alo I am the Law! Brit-Cit Noir Review

I have always had an on-again-off-again relationship with 2000AD’s comics. Some I really enjoy and some… not so much. I love all of the classics; Strontium Dog, Nemesis the Warlock and the book that 2000AD is most famous for, the behelmeted and grim faced personification of justice himself, Judge Dredd. So when I found out that 2000AD had recently started delving into stories about the Brit-Cit (re: England’s version of Mega City One) region of Dredd’s post-apocalyptic world, I was suitably intrigued to see how our fair Albion was treated in the pages of this hallowed publication.  

Brit-Cit Noir is a new trade paperback from 2000AD that collects two story lines; “Strange and Darke-New Blood” and “Storm Warning-The Relic” into 114 pages of Dredd universe goodness. Both of these arcs share the pulpy sci-fi themes that 2000AD is well known for but with an occult twist.

The first story “Strange and Darke-New Blood” introduces two new characters to the mix in the guise of Detective Inspector Jericho Strange and Psi Judge Bekky Darke. The latter has a vestigial psychic mouth on her neck that repeats people’s thoughts ad nauseam. The former is the head of the endangered species squad and has a sheep’s skull for a head.

Strange
Maybe next time you will believe me.

 

What ensues is a pretty good detective story involving cryptids, corrupt officials and an awful lot of graphically depicted sex. Take that as a warning – this isn’t a book for kids. The material is mature and the book is unapologetic in its handling of it. Strange and Darke really embraces the noir aesthetic with great use of shadow and presents its panels at odd angles which adds to the unease that is present throughout the story. The lettering is sharp and well-placed, not cluttering the page allowing for the depictions of the foggy welsh countryside that is the story’s main setting to really ooze off the page.Overall Strange and Darke is great. Its conclusion is satisfying as a standalone story but at the same time leaves me wanting to see more of its characters and grim setting.

The second chapter in Brit-Cit Noir, Storm Warning is a more traditional Dredd universe story. If you have read any of the Judge Anderson books you will be right at home here. Storm Warning follows the story of Psi Judge Lillian Storm (great name) as she investigates the disappearance of two fellow judges. The plot is engaging, however Judge Storm just isn’t likable as a character. Maybe it’s because I really enjoyed Strange and Darke in the previous story, but I felt that the writer just didn’t do enough with her interesting backstory.Storm Warning has a glossier look to it than Strange and Darke that is more reminiscent of the current Dredd run. Where the previous story relies on its atmospheric presentation to tell the story, Storm Warning has long expositional speech bubbles that clutter some of the smaller panels.

Brit-Cit Noir is a great showcase for this part of the Dredd universe. In Strange and Darke it provides a great and compelling story that really embraces the noir aesthetic and makes me want to delve deeper into the setting. The other storyline is a more traditional 2000AD fare which isn’t a bad thing by any stretch of the imagination.

Personally, I just preferred Strange and Darke. I’m guess I’m a sucker for a dynamic duo.