Sunday, July 7, 2013

Man of Steel

Man of Steel.

Just saw Man of Steel. I went to see it because there has been such a polarizing response to the film among people in my extended circles on Facebook. Regardless of my take, one of the biggest complaints has been how the creators simply didn't get the character of Superman, but I'm not sure this is a fair complaint.

In today's world of $100 million+ budgets, it is very difficult to get anyone to take chances on something totally new. When the vision of a story approaches/exceeds $200 million, I think it's tough to get even an amazing track record to get that check written and perhaps for good reason. Look at the ROI of the later Nolan Batman films(Dark Knight - $530 million and Dark Knight Rises - $448 million) versus Inception($300 million). They had similar budgets but made almost double the money.

So if a creator has an incredible idea for a story, that will cost a dump truck of $ to realize, what are they to do. They try to reduce risk by putting that story in the context of an existing/proven franchise. It not only vastly improves the chances of the project getting funded, but it also improves the chance of getting a larger audience to pay attention to the idea. Now, I'm not saying this is a ideal situation, but I think it is a financial reality of these blockbuster type projects.

Zack Snyder has pretty much made a career of taking beloved source material and putting his on stamp onto it. Fast zombies, slightly altering the end of Watchmen, the rendition of the battle of Thermopylae, etc. I think he's a visually accomplished filmmaker and he's done his best to take material beloved to him and enrich it with his own touch. In some case, like Man of Steel, it's a total reboot of the story, which has driven a wedge between those who love/hate the film.

As fans(in some case die-hard fans) of classic material, we can be extremely critical of reboots that go away from the core of the original source. I am as guilty of this as anyone. For example, I pretty much despise everything created in the Space Cruiser Yamato(Starblazers) universe that post dates the original films, ending with Final Yamato. In my most elitist otaku asshole moments, I have gone so far as to question someone's understanding of the source material.

But are we doing ourselves a disservice? Can we not look at these things with fresh eyes? Should we? It's ironic, especially coming from the incestuous world of comic books where there are really no more than a handful of characters being explored by the major publishers and non-cape books are rarely even given the time of day by traditional comics fans. Has this exact process not been going on for over 30 years in that medium?

Here's where I put on my elitist asshole hat and say, with 1 or 2 exceptions, I have always found cape books to be ridiculous, heavy handed and poorly illustrated. I started reading comic books when I was 12 and never understood cape books. It wasn't till I hit my 30's that I even read Marvel books other than The Nam and Strikeforce Morituri and both of those books didn't last in rotation past issue 12-13...The Nam was handed off to another team that never connected with me and Morituri just turned into a churn.

When you get down to it, major label cape books(Marvel/DC) have always been crappy sit comms. With few exceptions, they go on forever, have basically the same set of characters, the characters rarely go through big changes because the reader doesn't want them to and rarely, if ever, has there been a lasting consequence for any action, up to and including death. Measured against Japanese manga of the 80's and 90's(my main frame of reference), where characters are killed and die forever or characters change quite a bit, often going through multiple arcs in ongoing series or, gasp, series actually having an ending. I think it was Miller's "Dark Knight Returns" that provided a definitive end to Batman's story before I ever really engaged with his character. From there I cherry picked my way through some of the classics like Killing Joke, Year One and...well that was about all the Batman I liked.

Not to hammer the point to death, my point is that it might not be the best approach to look at reboots through the eyes of the hardcore. Maybe we should give things a fresh chance. They're not all going to be good or even mediocre. For me, I will try to see how things work as stand alone pieces and not apply my baggage to them out of the gate. I'm sure I won't always succeed but as someone trying to create an original property, I will try to give creators the benefit of the doubt when I can.

That said, I still don't understand why there hasn't been a good Die Hard script in over 20 years and I will go to the grave cursing everyone involved in the live action Yamato film and subsequent series reboot -_-;

Wednesday, May 29, 2013

Finished the first draft of Black Powder Grey Sky volume 1. On to volume 2 while my heartless editor rips it apart and tells me why my characters are too distant and cold. This is proving to be a much bigger story than Black Powder Red Earth. 

I probably won't send it Josh Taylor's way until the entire arc is written but I am guessing this story will run between 8-10 chapters. It will be the definitive end to the TOKEN and GRINCH story arc.

Monday, November 5, 2012

Catching Up

GRAPHIC NOVELS
It's been a hectic time. Sorry for not posting.

The first Black Powder \\ Red Earth Graphic Novel Series is now complete! They can be purchased on Amazon at the following URLS:


The series reads best as a complete piece so please pick them all up and read it straight through :-D 

I've learned a ton writing this series and will hopefully incorporate those improvements into the follow up series which I started work on about 4 months ago. There's been a fair amount of interest from folks talking about developing the series in other media, but nothing concrete yet.

GAME STUFF
Some good news for those of you waiting for the new BPRE game(both of you), Max and I have hacked out a crude desktop version of the Black Powder \\ Red Earth game I've been working on for the past year as a board game. 

It's a class based action game that is very influenced by the original Syndicate but a set in the world of Black Powder \\ Red Earth. It's a fast paced, mission focused game in urban centers populated with both enemies and non-combatants. We're working on a concept piece that will capture the look of the game and we're thinking a pixel art look will work best for what we want to do on this title. Josh Taylor, illustrator of the BPRE graphic novels, is working with me on a piece right now.

Our goal is to get this to a point where we can announce a kick starter and actually fund some dedicated development time on the title.

GRIDLINK
The third GridLink album is basically written. It is 14 tracks and called Longhena. It will be released on a label other than Hydrahead, as they are becoming a back catalog label. I am in the process of casting a model for the cover. Hopefully I'll lock that down by December and get the costuming made so we can shoot in February or March.

OTHER THINGS
Dredd 3D was surprisingly good.

The new Converge record is blowing my hair back.

Ready, Player One by Ernest Kline is a fast but white knuckle read.

Hotline Miami is the best new game I've played to date this year. You can get it on Steam or GOG(where I just grabbed the original Syndicate for OSX).

Black Powder Red Earth Tumblr

http://blackpowderredearth.tumblr.com/

I'll be posting image updates here.


Sunday, April 1, 2012

Into Q2

"Been awhile." Snake Plissken.

Andrew Childer's work documenting the story behind "The Inalienable Dreamless" is now available on Amazon! Also out now, Black Powder \\ Red Earth V2 on Kindle and Hardcopy. The work that has gone into both of these projects has been very time consuming.

Work on V3 of BPRE is nearly finished. Inks and colored pages are supposed to be in this week, then I have to letter it and prep for the printer/Kindle store.

GDC 2012 was inspiring, as usual. Lots of great presentations, a chance to chat with other developers, see what their solutions were to common problems, etc. Also got a chance to hang out with my gaming Dali Lama - Sean Cooper! Good times :-D

As soon as we returned, the first code started coming together for the new BPRE game we are producing. I'm collaborating with Max again, you might know him as the cranky Austrian guy from the Gamespot series. We're already 3 builds in (we release new versions of the game weekly for testing) and it's exciting to have that fire again, seeing things come together quickly, while Altay works on the engine that will be powering the actual release of the game.

There's still a long way to go, but I think we're onto something pretty great, which is something I wasn't sure we'd be able to achieve after playing BF3 (which is in so many ways, the game I've wanted for over 10 years).

The new game I'm playing is Armored Core V, with Battlefield 3 coming out of a short sabbatical that was Syndicate co-op and the Mass Effect 3 campaign. The Syndicate campaign held my attention for less than 3 levels and the ME3 multiplayer simply wasn't my cup of tea.

Armored Core V has been quite the experience. It's kind of a cluttered mess. The core idea is good but OMFG the story really really sucks. Gone is the ability to choose your path through the game and here to stay is a linear campaign flanked by dozens of vaguely related side missions. I've barely gotten into the online element as no one from my "team" ever seems to be online. Ever. I've tried switching teams but to no avail. I've got about 3-4 hours in and I am just starting to understand the layers in the AC configuration screens. It's especially surprising considering I've played the past 2 AC games in Japanese with almost no ability to read and found them easier to navigate than this -_-

OK, what else.

Saw The Raid Redemption. It was cool but I'm not sure comparing it to Die Hard or the original Total Recall makes sense considering it was more of a martial arts film than an action film in that sense. At the end of the day, I still like Hard Boiled better, but I'm more into guns that punching people to death LOL Very skeptical about the new Total Recall. I like Colin Farrel but...

New GridLink presses on. More to follow.

Saturday, October 1, 2011

Escape from New York

September has been a insane month. Lots of new stuff going on with Haley Strategic including a merch offering which pretty much sold out of everything in 24 hours from time of release. This is gratifying because I designed everything in the store.

As of today I have 4 new patch designs and 2 new shirts for the Non-Permissive Environment Specialist series, which is actually a Black Powder \\ Red Earth thing, that should hit shelves before x-mas 11. It's pretty insane and gratifying to see people posting images of themselves rocking the patches from CONUS to Iraq and Afghanistan. More to come there hopefully...

Speaking of BPRE, pencils on issue 2 are done and we are hoping to have the entire book inked before NY Comic Con so I can letter the whole thing and submit it for printing ASAP.

For fans of the games, initial design work has concluded and production kicked off on a new isometric BPRE action game inspired heavily by Bullfrog's Syndicate and Syndicate Wars. Over the past 4 months, I charted a rough sketch of the game out in pixels and then used the Starcraft II Galaxy Editor to make it "real" and by real I mean a fast and dirty proof of concept.

Incidentally, we launched a new BPRE website here. I decided to push the new material a little more caustic and go less with the Frontline Documentary-War Photographer vibe I had been trying to cultivate. I still have a BPRE coffee table book that I want to make one day with the images we made for BPRE and some short stories thrown in.

Back to Haley Strategic, you may or may not know that I was the lead creative and writer for the recently released Bravo Company MFG website. It's one of the largest video, photo and web projects I've directed and it is certainly one of my best commercial pieces to date. Learned a ton on it and am hoping to turn that on a BPRE short film in the near future (:

So what else...

I recently purchased the "new" Escape from New York Blu-Ray. Unfortunately, there's fuck-all that's new with it. Even better, turns out it's a foreign release Blu-Ray. None of the extras work on my Blu-Ray player(PS3) and the film was mastered with a deep green hue that doesn't match what's on the Special Edition DVD(apparently the definitive version of the film) at all. That's not to say it doesn't look OK, but they went deep and dark with the blacks and lost a ton of detail as a result. For those who know me, this is one of the first films that had a lasting impact on the way I write and create. John Carpenter and Kurt Russel went on to make The Thing and Big Trouble in Little China together, which are both master pieces in their own right, but EFNY will always be number one in my heart (:

I snuck out to Two by Four, a BMX shop in Pennsville, NJ, to catch riders from; FBM, Fit, Shadow and Subrosa as well a swarm of local kids tearing up a bunch of ramps, bars and some rounds of Feet Down and Bunny Hop. Highest jump was 3 feet 6 inches. Unreal and inspiring to see. We never had a clue any of this was even possible when I was kid. Want to go out and ride tomorrow :-D

Music wise the latest Sex Machineguns album SMG is dominating the iPod/CD player followed by the new Merry album Beautiful Freaks (actually available in the US via iTunes). SMG maybe the best record in the entire Sex Machineguns catalog, relentless shred and fun, the whole thing just gets me pumping. The Merry record is also the best the band has dropped since I first got into them in 2004. Every song is haunting, creepy and really captures distress in an incredibly catchy idiom. Both are highly recommended ^_^

New Syndicate title was announced by EA this past week. I am cautiously optimistic.

BF3 Beta began. After 3 days of play, I ordered a new video card. Long story short, I have a smoking card for a DX9 system. BF3 requires DX11. I had bumped to Windows 7 earlier this year but performance on a lot of my games and game editors, quite frankly, was terrible. With BF3 and CODMW3 right around the corner, I'm hoping the new card, GTX570, gets the job done and I don't have to grab an i7 to get the full performance bump I need for 60 frames stable.

Despite nearly a full month between locations, October and November look like more of the same. I was hoping to park myself in the NY area for a few weeks but it looks like that won't be in the cards now :\

OK. Hasta.

Thursday, August 25, 2011

Black Powder \\ Red Earth Issue 1 is out!

The first issue of my graphic novel series has finally been released! I've been working on BPRE in some form or another since 2002. I've met so many people and learned so much writing this story, I hope I've been able to do them some justice in this work.

Click here to buy a copy! Thanks!

Sunday, March 20, 2011

Revival

I've been watching a ton of anime recently. Captain Harlock(hulu), Gundam(original story arc stuff on DVD), Dougram, Votoms(DVD), Ideon(DVD) and the revised Full Metal Alchemist series is in my NetFlix cue. I loved the original FMA, other than the epilogue at the end of the series and the movie...it felt cheap after the intense drama of the series.

That didn't change the fact that FMA and Gurren Laggan were the stand out TV series of the 1st decade stretch of century double 0 for me ^_^

So much of anime and Japanese art has become saccharin in the past few years...I wonder if the quakes will change that? No people can go through such a catastrophe without some kind of catharsis. I know for myself, after 9/11, my work changed quite a bit. Actually, I didn't even know what to make after 9/11...that took a few years to figure out.

Pre 9/11 I was writing a series of short stories called "Sawtooth". After 9/11...I paused those stories and that's when BPRE was born. In the past few months, I've had a few ideas for a robot "war film" style anime. Maybe once I finish this next book in the BPRE universe, I'll finally be able to work on some science fiction stuff again.

Friday, March 18, 2011

Was I expecting too much?

I just watched a game demo of Deus Ex Human Revolution on Gamespot and apparently they've spent the past 3 years remaking the gameplay from the first Metal Gear Solid game at higher resolution. Yes, it's first person versus third, but MGS Integral and MGS4 played almost the exact same way from what I could see.

I'm sure there will be "trans-human" perks and buffs that are not in MGS but, honestly, those are just more weapons/items. Will they effect how I can interact with that world? Sure, but it's just another gun at the end of the day. Maybe the story will carry it. A good cyberpunk thriller isn't exactly common so they may hit that on the head.

I'm not sure what I was expecting, but it was more than this. It might be a totally amazing game but after all the hype, teasers and interviews, I really was thinking this would be more than MGS 1.5. OK, back to the pixel mines.

Sunday, March 13, 2011

Keeping busy

Quick update.

Graphic novel is up to page 30 with pencils and looking good. Seeing how my written pages convert to finished pages, I need to go back and revise issues 2-4 though or this thing would be well over 300 pages.

The novel. Act 1 is together as a rough. Taking my second pass through to add more depth and do rewrites as needed. It's 6 chapters. About 30k words, give or take. I'm debating posting pieces to the blog. Anyone interested in my work in progress?

Board game/RTS. Well I have one map cranked out and I am working on another. The funny thing is this started as the baseline for an FPS game, but considering our current resources, an FPS is probably a few years away still :(

Legos are by far my favorite way to prototype general flow of a map though. So fast to work with and it keeps you on a grid :-D

Wednesday, February 23, 2011

KillZone 3

Before you go any further, I enjoyed KillZone 2 quite a bit. The single player campaign, while featuring some less than interesting characters, at least had a good pace and felt like a decent war game. I loved the War Zone multiplayer, it was right along the same lines as the multiplayer system we had in the Black Powder | Red Earth FPS at the time, and I clocked man-months of time climbing the ladder within the game.

Enter KillZone 3. The intro movie is way too long. The menus feel cluttered. The single player...

I suppose I should pause to mention there will be minor spoilers here, but no more than the first hour of the game because I was so unengaged I just put the SP down and went straight for multiplayer.

The single player starts with a Call of Duty style shoot house level from the perspective of the Helgan only to find, wait you were the protagonist from the last game all along! How shocking. And you meet the leader of the enemy army, say some stupid one liner and then we are whisked back 6 months earlier till the end of KZ2. There's a bunch of terrible dialog, boring cut scenes and then we're dropped into a city that looks nothing at all like the cities I was fighting in during the last game. Everything has this shiny green/red tint...is that supposed to be radioactivity? When I came across my third giant hopping Helghan robot I knew I was playing a totally different game in a totally different world.

It was at this moment that I just dropped out. Why even call it KillZone?

Multiplayer while good, seems less exciting to me. I've played 4 of the War Zone maps and 2 of the Operations maps. They are good but I'm just not hooked in the way I was with KZ2. Maybe because I liked the campaign I had more attachment to the franchise but...I keep finding myself wanting to play Medal of Honor's campaign again.

I'll keep at it. If someone wants to try the campaign in co-op I'd be willing to give it another go, but 2011 is already setting me up for disappointment. I've got my fingers crossed for Crysis 2.

Thursday, February 17, 2011

HaleyStrategic.com

For those who are interested, Echelon has partnered with former Magpul Dynamics founder and Magpul Industries CEO Travis Haley in his new endeavor Haley Strategic Partners. Echelon will be doing the creative heavy lifting for the Companies training and marketing packages. We have worked with Travis since 2007, during his days with Simply Dynamic Tactical. It's good to be working with such an energetic and positive individual again.

We are looking to explore photography and film on a level that is more gritty and in the moment than some of the other "war" films/games on the market. More to come :)

On a totally unrelated note, the novel is coming together. Act 1 (should I think of novel's as acts?) is just about complete. I am debating if I want to add a B and C story line to the book or should I just focus on my protagonists. I like books written both ways and I'm not sure which way to go. My graphic novel has a B storyline - which was necessary to tell the story. With the novel, I can fill in the blanks without bringing a bunch of other characters into the spotlight...but that might change.

In the novel, I am writing something a bit more personal. Then again, what started as a first person account has switched gears to a third person narrative, so you never know where things will take you.

Saturday, December 18, 2010

Non-fantasy RPGs

I was bummed when I heard Deus Ex Human Revolution was getting bumped to later 2011. So much so that I went to Steam and grabbed a copy of the original. My original copy was for OS9 and there was never an OSX port so this was pretty much my only option :\

I had very different memories of this game. I seemed to recall there being far more branches than there are. The game comes down to very basic choices.

Good/evil
Diplomat/warlord

This is reflected in the level design as well where making diplomatic choices can open backdoors and being violent can close them, though at the end of the day, it's the same missions. Mass Effect has this to some extent as well, though it is more neatly divided into social areas and combat areas, whereas Deus Ex does not separate them at all. You can basically start shooting and blowing up stuff whenever you want.

I'm not sure what I like better.

As I begin planning for a new Black Powder Red Earth campaign, probably to be called Black Powder Grey Skies, I am trying to figure out a smart way to build/track a "branching" narrative from a purely story perspective. I picked up a few of the Bioware GDC lectures on the subject and have gotten some good ideas. We'll see how it progresses.

As much as I enjoy making the Facebook game, I still have my eyes on a high speed FPS multiplayer game and a longer story experience set in the world of BPRE :)

Monday, November 8, 2010

Who is writing these press releases?

Short post, but this has been on my mind...Who is writing these press releases for military themed games that have such great lines as "Report for duty gamers", "New orders received", "Blow up online gaming!", "Incoming!", "Hollywood joins forces with (fill in developer/publisher name)". I mean, really...does anyone think this is cool? Am I missing something? I know these things are hard to write, we slaved over our first one and still I wasn't satisfied...and yet...

In other news, I've played a crap ton of games lately ranging from Demon's Souls to Vanquish to Medal of Honor to the Undead Nightmare expansion pack for Red Dead Redemption. It's been a while since I played so many different games so intensely (currently I'm plowing through Vanquish on Hard and trying to get the max time challenge awards for each level). Demon's Souls had a lot of interesting ideas connecting players/friends/enemies, but ultimately, I was not into the combat, which is a problem when the game is a hack and slash ^_^;

Did anyone else check out MoH or Vanquish? Thoughts?

OK, gotta run. We're trying to get version 1.1 out the door of the Black Powder | Red Earth facebook game ^_^

Friday, October 29, 2010

When I got into this business...

I wanted to make run and gun tactical FPS games for PCs and Macs. I had been playing these games for over 15 years, dating back to late night networked Doom and Marathon death matches all the way to today's team based military shooters like Medal of Honor, Call of Duty and Killzone.

As of 2010, I've spent the better part of 10 years working, in some form or another, on Black Powder | Red Earth. Making contacts, doing interviews, studying battles, reading hundreds of books and even attending weapons manipulation and tactical courses (until 2004, I had never even shot a rifle). All this research, prep and brainstorming had the effect of breaking down my suspension of disbelief in so much else of what I was playing and watching in theaters. I liked what was there, but I wanted to go further.

In late 2006, myself, Altay and Phil came up with the idea of social gaming in my apartment in Hoboken during one of our monthly meetings on the subject. Taking FPS games and hooking them into a social network where you could build teams out of a known pool of friends and then manage a variety of customized weapon systems and kits for different roles/play styles.

From the gameplay side, we wanted to incorporate some of the key things we felt were lacking in games at the time - namely, shooting through soft cover and getting rid of bunny hoppers!

Inspired by Wolfenstein: Enemy Territory, the game would be a multiplayer/free-to-play experience and it would allow us to really create something different from the rest of the pack.

Over the next 2 years we made multiple demos using Epic's incredible Unreal 3 tool set and went to GDC to pitch our wares. While the ideas were well received, the concept of a computer only based free-to-play FPS, was not. Honestly, it was heartbreaking.

By this time, Facebook had become a viable platform for alternative free-to-play gaming experiences. We went back to the labs and started cooking.

About one year later, our product launched. We cut it loose and watched to see what people did. I had a lot of ideas and expectations, some of which were right and others which proved to be way off the mark. We tuned and then put some advertising dollars behind it. When we hit our next user benchmark, we turned off the ads and watched what people were doing. What did they enjoy? Where were they spending the most time? How could we streamline the flow to the elements they used the most?

As November rolls in, we are prepping to launch version 2 of the game. Highly optimized to meet player desires and hopefully exceed it, we're learning a whole lot about how to make money in the free-to-play space. The graphic novel, like all things, is taking longer than expected to hit our quality marks, but what we have is solid and still engaging, even 6 months after I closed the book on issue 1 (and 2 for that matter).

We are so far from where we started it's hard to even remember the days when we first landed in Astoria, with our crew. Looking forward to 2011, there's a lot of options. I'm not sure which way we will go, but I'm sure it will be an interesting ride :)

Tuesday, August 24, 2010

Hell of a year...

Satoshi Kon. Blue skies...


Thursday, August 5, 2010

More Reading Lists

Since people have asked, I figured I would take a few minutes to reference the material I used to design the world of BPRE.

The inception for what would become BPRE happened in a hotel bar in Philadelphia, PA in 2002. It was there that I met a man who would become a good friend until his death in May 2010. It was at this meeting that I first heard about DynCorp, a company that, among other things, provided special operations contractors to the US Government to assist in operations throughout Afghanistan.

We discussed what the environment was like that he worked in and some of the challenges they faced. This conversation would eventually inspire everything that BPRE would become over the next 8 years.

For me, whenever I am creating any fiction, I always start with a world. If people are a product of their environment, it stands to reason you need to design an environment before you can understand the people that would live there. The first titles that had a huge impact on the world the player would be walked through were:

Future Noir: The Making of Blade Runner

Evil Paradises: Dreamworlds of Neoliberalism

Blade Runner stands as “the” dystopian future city upon which all others are judged (though I like Otomo’s rendering of Neo-Tokyo in Akira a bit more). Looking at the thoughtfulness and care layered by Ridley Scott and his production team and applying that to trends in current urban sprawl gave birth to our concept of the city of New Basra. Part Basra, part Dubai - New Basra is a city being torn apart by oppositional and sometimes overlapping interests, where people are swept along by events of rather than driving them.

A place rife with conflicts is perfect for the kind of game we wanted to meet, now to figure out who was who and what were their motivations.

Being as the setting of the world was the Middle East, with an overwhelmingly Moslem population, I needed to expand my narrow understanding of Islam and it's history. A book I found very lucid and helpful was:

The Shia Revival: How Conflicts within Islam Will Shape the Future

The book gave me a great overview and taught me a whole lot I never really understood about Islam and it’s branches. From here, I started a deep dive into the entities I had identified as the main players in the story, specifically the Saudis, the various branches within the Shia Iraqi populace and the Iranians.

The Terrorists of Iraq: Inside the Strategy and Tactics of the Iraq Insurgency

Iran's Military Forces and Warfighting Capabilities: The Threat in the Northern Gulf (Praeger Security International)

The American House of Saud: The Secret Petrodollar Connection

Inside The Mirage: America's Fragile Partnership with Saudi Arabia

The Devil We Know: Dealing with the New Iranian Superpower

Republic of Fear: The Politics of Modern Iraq, Updated Edition

After reading all of these books and conducting dozens of interviews, it became clear to me, I did not have a deep enough understanding of how the Middle East and Central Asia, as we know them, even came to be. I found, what seems to be considered, the two authoratative works on the subject and read them.

A Peace to End All Peace: The Fall of the Ottoman Empire and the Creation of the Modern Middle East

The Great Game: The Struggle for Empire in Central Asia (Kodansha Globe)

These books are exhaustive. I normally read fiction/non-fiction at about 800 pages a week. These books took me almost a month to read each, and I was taking notes the entire time! If you want an understanding of how we got to where we are today, these books are a must, but YMMV :)

Throughout the process I had also been reading any books I could get my hands on about special mission units fighting insurgents, terrorists, nacro-cartels, revolutionaries, etc. The stand outs that I found to be the most helpful when designing our specific game were:

Killer Elite: The Inside Story of America's Most Secret Special Operations Team

Warfare by Other Means: South Africa in the 1980s and 1990s

Task Force Black

WAR DOG: Fighting Other People's Wars -The Modern Mercenary in Combat

There were tons of others detailing brutal and painful struggles, such as Sean Naylor’s “Not a Good Day to Die” but the material in that, and other great books, did not ultimately have much of an impact on this specific project.

OK, that’s a long list of stuff to check out if you are interested. Hope you find this informative.

Sunday, August 1, 2010

August

Just completed the screenplay for issue 2 of the BPRE comic. It seems to take me around 60 days to crank out 30 pages or so of story. We'll see if issue 3 takes as long. There were a few minor edits made to the story to suit some stuff we needed to change in the Facebook game, where the story arc is approaching its conclusion as well.

I've had to add + cut a few things from the story in the interest of making the game, well, a game and not a purely narrative experience(that's why we decided to make a graphic novel as well). These changes were also partially driven by the results of a recent group chat among the players, where I found out users had a slightly different take of the world where the story/events were unfolding. I had originally pictured New Basra as a totally non-permissive environment where the characters would be operating in a completely clandestine manner. The users saw it more like modern day Iraq or civil war Beirut, where there were non-permissive, semi-permissive and permissive areas. At the end of the day, I decided to run with that and build from there.

At the end of the day, I lucked out, and the majority of the material worked within the reader's/player's understanding of reality as written. Win :-D

I spent last week working on the first round of BPRE Facebook ads, scheduled to drop this Tuesday. These are not the viral video pieces I wanted to do, but budget restrictions being what they are, we don't have $30,000 to make the piece I wanted to LOL Maybe next year.

There's a lot in the works for BPRE, including a new mode, which we have code named Task Force, that everyone on the team is pretty excited about. I'm down at Ft Bragg in 20 days shooting new content for this, so stay tuned, more on that in weeks to come.

I got SC2 in my hands at one of the midnight releases on Monday evening. Unfortunately, by the time it had installed I had passed out. Yes, I am getting old. Yesterday, I finally got to fire it up and put some time against it. On one level, it's exactly what I thought it would be. A sharper looking Starcraft. On another level, after about 4 hours in the game, I'm not sure I will ever play it again. Not because it's bad, but it just hasn't hooked me.

The story and characters seem to be the same from dozens of other RT strat games I've played in the past decade. We're fighting bad guys and here comes some alien relics that could shift the balance of power, forever. You have the opportunist, the estranged rebel, the honorable commander, blah blah blah. It's just not pulitzer winning stuff I crave (yes, I realize that is a ridiculous expectation).

Then there's the gameplay...

After playing Company of Heroes, the combat in SCII seems kind of lame. SCII's control, like SC, is at a high level and distributed across resource harvesting, combat, infrastructure and tech trees rather than getting too detailed with any one specifically. After using complex squad tactics in CoH, I feel their absence in this experience. Then again, I stopped playing CoH specifically because the SP missions took forever and I found the tech tree, capabilities of the vehicle units and level of micro management to be such a pain in the ass. And with Red Dead Redemption in the other room, looming at 80% completion, it's hard to get excited about ordering little guys around the board to kill Germans/Zerg.

I always harken back to Syndicate. There were 4 guys to keep track of and I could do pretty elaborate things with them. It's probably still my favorite RTS. Then again, I got my Xbox out again and started playing Mercenaries - which is probably as close to Syndicate as anyone has gotten in the past 10 years LOL

Pre-orders for the rest of the year are now limited to Vanquish and Medal of Honor. I killed my Crysis 2 pre-order when it appeared it would trade North Koreans for PMC troops. Sigh. How original.

You would think bringing in RK Morgan would allow something a little more creative, but then again his last 3 books have barely held my attention. I liked him better when he was limited to 300 pages and shit was balls to the wall all the time(ie Broken Angels and Market Forces).

OK, I'm just crying now. Have a better one :)

Monday, June 21, 2010

Cat Shit One - Japanese release July 17, 2010

I have been chatting on and off with the director of the Cat Shit One Animated series, Mr Sasahara Kazuya and it looks like CS1 has a hard launch date.

The launch pad is here.

There is a trailer that has been mirrored here. The plan for now is to release episode 1, which is all that has been produced, on youtube only. The videos are region locked, for some insane reason, by the producer, IDA.

It is no secret I have been giddy with anticipation for this one. Studio Anima, who provided the creative horse power to bring this series to life, have a long track record of incredible work, producing models, sets, textures and canned animation pieces for a variety of huge game titles(notably Metal Gear Solid 4).

I'm hoping there is some sort of blu-ray disc release of this ASAP because I want a copy with deluxe art books, action figures, etc. Keep your fingers crossed ^_^

Thursday, May 20, 2010

John Zinn

A few hours after Mr Jones passed, I received news that my good friend, John Zinn had died in Aman Jordan. John was a long time friend and collaborator on a number of projects including, Black Powder | Red Earth. Throughout the garage years, John was supportive offering insights, advice and hands on training to help us get off the ground.

I will always remember him showing up to my apartment in January in shorts because he was sick of it being cold outside. It was also 20F at the time!! Or how he couldn't wait to get his teeth into one of the local restaurants (Indian, Chinese, Thai) because, "I'm sick of eating goat for every meal."

When Echelon finally formed, after years of working out of my Hoboken apartments, he took time to do mo-cap, brain storming and interviews. He also took time to give me, a first time company president, insights and advice to navigate some of the challenges he had experienced as a leader of his own companies (Indigen Armor, AmorLine and Defense Venture Group).

John was a down to earth man. Smart, thoughtful and considerate of any given topic, John was also willing to listen to what people had to say before he formed an opinion or response. Everywhere he went, John impressed and shattered preconceptions of what a former Navy SEAL would be like.

I was told that the circumstances around his death are being identified as an accident. However I have read comments from intelligence officials in Jordan that lead me to believe otherwise. I will likely never know how my friend died, but he will never be far from my thoughts or heart.

John leaves behind a wonderful wife, two daughters and a son. My heart goes out to them.

True to form, there will be no flowery burial or religious ceremony for John. I would ask that any readers that can afford to, make a donation in John's name to the Wounded Warrior Project. John protected our freedom from the day he could enlist. Please give something to help those that have come back.


Thank you.