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Starship Troopers: Invasion trailer

August 12, 2012

For some reason this gem of a trailer slipped by me. The fourth feature film instalment of the Starship Troopers franchise is somewhat surprisingly a CGI movie. From the trailer it looks to be better than the two previous live action films. Then again, I just might be in a gratuitous scifi marine carnage state of mind – I usually am.

Judging from the trailer, SST:I looks to be the movie that the massively disappointing Ultramarines should’ve been. It probably won’t win awards for script, but such minor details can be overlooked, provided the film packs enough trooper on Arachnid action. In case you’re interested, the synopsis reads:

A distant Federation outpost Fort Casey comes under attack by bugs. The team on the fast attack ship Alesia is assigned to help the Starship John A. Warden stationed in Fort Casey evacuate along with the survivors and bring military intelligence safely back to Earth. Carl Jenkins, now ministry of Paranormal Warfare, takes the starship on a clandestine mission before its rendezvous with the Alesia and goes missing in the nebula. Now, the battle-hardened troopers are charged with a rescue mission that may lead to a much more sinister consequence than they ever could have imagined….

More information can be found on the movie’s official site.

 

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There Will Be Blood – a gore painting tutorial

August 7, 2012

A lot of miniature painters like to paint blood on their minis. I think most of us have at some point painted that splash of red on a sword blade or something similar – I know I did that with probably the third or something mini I painted back in the roaring 90s. Nowadays I don’t have too many blades to paint, but tend to dabble in zombies, Xenomorphs and all sorts of critters that leave splashes of blood around. Gore is definitely called for. In this tutorial I will show a few quick and simple techniques for painting gore – wounds, blood spatters and the like.

Lately TCR or Tamiya Clear Red has been all the rage in the world of gore painting, and rightfully so. It produces a very nice, realistic effect when used correctly and looks great when properly done. Just google “tamiya clear red blood tutorial” and you’ll see what I mean. Unfortunately the TCR method doesn’t really fit my style of painting, as it results in a very glossy, sticky look whereas I tend to make my miniatures as matte as possible, using gloss for choice bits such as visors or scopes. This is what I do when I need to paint some gore:

Step one – Red base

Take some dark red paint. My choice was Citadel’s Mechrite red, which according to Citadel’s paint conversion chart (pdf link) is currently Mephiston red.

Apply said red paint around wherever you wish to have gore. Remember, sometimes less is more! Painting half of the model red isn’t always the best possible solution.

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Step two – Brown ink

Paint some brown ink (I used Citadel’s old Brown ink, but any thickish dark brown will do) over the red. Don’t obscure the red completely. It’s more effective if you let the brown pool up in some places for a thicker, coagulated look. Depending on how dirty you want your blood to look, you can stay within the red or slightly overlap its edges.

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Step three – Black ink

Dab some black ink (I used Citadel’s old Black ink) around. Blood tends to be quite dark, especially when it dries and coagulates. For a zombie, more black may be appropriate. At this stage you may already call your gore finished.

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Step four – Red highlight (optional)

At this stage you can add some highlights with the original base color. Especially suitable for wound edges and the like.

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Step five – White (optional)

Gruesome wounds? Add some bone fragments for that little bit of extra. You can give them a light brown inking, depending on how much you want them to stand out.

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Aaaand that’s it. To finish the tutorial off, below are some of my examples. If you end up using this, do send me some pictures!

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Cockneys vs. Zombies trailer

August 4, 2012

Haven’t posted film trailers (or anything else for that matter!) in a good long while. Here’s a trailer that is filled with awesome! If the movie’s half as good as the trailer, I’m looking at one of my new favourite Z-flicks. Cockneys vs. Zombies seems to be just that – kind of Snatch meets Shaun of the Dead meets Dawn of the Dead meets Attack the Block.

According to IMDb the movie opens in the UK on August 31.

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The Walking Dead by Telltale Games – a review

July 17, 2012

The Walking Dead. I loved the comic up to a certain point. I somewhat like the tv series too, although to be honest I haven’t watched the second season completely. There’s plenty of potential in the franchise, but it seems some of it is being squandered. To my delight the new adventure game shows none of this.

The TWD adventure game by Telltale Games tells the story of Lee Everett, who’s on his way to prison when everything goes to hell. Lee’s story runs parallel to the comic book’s, and there are some cameos – at least Glenn makes an appearance in the first episode of the game.

Yes, episodes. Something of a trademark of Telltale Games, they tend to release their games in tv-series like episodes. Each episode provides 2-3 hours of gaming, and five or so episodes compose a season. I found the format enjoyable when playing the new Sam & Max, and it works equally well with  TWD. Why? I don’t always have a lot of time for gaming. Sure, I can stay up until the small hours, but that means shambling zombie-like into the office in the morning. The ability to play through an entire adventure game in pretty much the same time it takes to watch a film is simply excellent. The short length of individual episodes means a coherent story and zero filler material. Everything in the game furthers the story, enhances the characters or otherwise contributes to the whole.

The story? It’s naturally filled with the typical zombie genre tropes. Loyalties, conflicting interests, tough decisions, jump scares…it’s all there. Thankfully it’s executed with class. Telltale obviously has some talented writers, as the game just works. Having seen a fair few zombie movies and read a lot of zombie literature, I’ve definitely seen my share of bad writing, hollow characters and other similar annoyances. None of that here. The game is very much like the first graphic novels in that regard. There are some scary moments, some actually touching ones as well as humour thrown in. None of it breaks the atmosphere of the game. All in all it’s an immersive story, helped along by the game mechanics. Furthering this immersion is the fact that the game changes depending on your choices. A bit of dialogue just might be referenced two hours later and affect how a character treats you.

TWD works well and sounds and looks nice. The game runs smoothly on my several years old PC, and the cel shaded graphics really make for a great comic book look. See below for yourself, this is an actual in-game graphic.

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The voice acting and dialogue is top notch. There is a lot of talking in this game, but it isn’t wearisome. In most dialogues you don’t have the option to go back, and there’s a time limit to pick your answer. Miss the limit, and your character just stands there silent. None of that traditional god-awfully boring tediousness of going through every single dialogue option to find the relevant info. Bioware, I’m looking at you. The dialogue mechanic actually sometimes leads to you blurting out the first thing that comes to mind and regretting it later, or staying silent since you don’t know what to say. I love it!

As a game, TWD is standard adventure fare. There are puzzles, picking up objects, clicking the right hotspots and the like. As it is a zombie game, there are some action sequences too. These are usually pretty simple stuff, and mechanics-wise tie in well with the rest of the game. These offer some really tense moments at times, and are used sparingly to keep them effective. The puzzles aren’t very difficult, and the game plays more like an interactive film than a hardcore adventure game. Some people might not like this, but I really enjoyed not having the story stop for hours because I couldn’t figure out some inconsistent problem.

Honestly, I can’t think of a lot of bad things to say about this game. To a genre fan, some of the tropes might seem too familiar or some of the plot turns too predictable. Then again, I’m a genre fan and didn’t mind at all. At the moment my biggest gripe is having to wait for the next episode to come out.

Overall verdictThe Walking Dead is a great adventure game, that plays pretty much like an interactive zombie movie. The story is compelling and the execution brilliant, so if you’re looking for a great zombie game experience, look no further!

The first two episodes of TWD are currently out, and the third one is coming in August. The game’s RRP is $24.99 which includes all five episodes. You can get the game from Telltale’s own site or Steam, where it’s currently (July 17th, 2012) on offer at -25%.

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Prometheus and the Alien canon

July 12, 2012

 

Warning, spoilers here if you haven’t seen Prometheus!

tldr: Is Prometheus part of the Alien canon? Not really, although it might be an Alien prequel.

I finally went to see Prometheus. Surprisingly late for a franchise fanboy, but nevertheless. This won’t be a review, as there are plenty of those around. This won’t even be a rumination on Prometheus‘ themes, as there are plenty of those around too. This will simply be an account of my thoughts on how Prometheus relates to the Alien canon.

I you’re one of those people who can’t really be bothered to read through a whole bunch of text for a simple conclusion, but the tldr (too long, didn’t read) is too short for you, I’ll just quote a piece of Wikipedia for you.

Lindelof suggested that the other parts of the script were strong enough to survive without the Alien hallmarks, such as the Alien creature which he believed had been “diluted” by the exposure it had received since, and the burden of “all the tropes of that franchise with Facehuggers and Chestbursters”. He offered that the film could instead run parallel to those films, such that a sequel would be Prometheus 2 and not Alien[…]

That’s basically it.

While I enjoyed Prometheus despite its many shortcomings, I don’t really see it connecting with the canon established in AlienAliensAlien³ and even the much maligned Alien: Resurrection. For me, it’s somewhat similar to the AvP films in that regard, although obviously superior (and remarkably similar to the first one).

Why? Simply put, Prometheus doesn’t feel like it. The whole concept of giant, god-like creatures creating human life in their own image…it’s a bit too space opera, a bit too…just a “no”. For me, the concept of Alien lies in the name. It’s literally something alien, very much different from us. While interesting similarities can be seen (the mother theme being the most prominent), at the end of the day it is not us. The Space Jockey is also something different – a massive humanoid with an elephant-like head – of which nothing is revealed. It hints at something far beyond our knowledge. It’s strange, alien.

Prometheus bypasses this theme, actually reversing it. In a very literal sense, the Space Jockey is us. By extension, the proto-Aliens, created by the Engineers, are created by us. The Aliens are no longer alien, simply our own creation. This pretty much flattens the Alien canon. While it doesn’t of course destroy it logically, it does so thematically. The whole Alien saga becomes something not about the Alien, but humans. Even the Space Jockey is revealed to be basically a giant human in a suit. AvP made the same basic mistake in a very similar way, having the Predators worshipped as gods and so on.

The internet is full of Alien fans doing their best to tie Prometheus smoothly into the Alien saga. While this can obviously be done (“Oh but it was probably a different ship and maybe there are two different groups of Engineers and the proto-Alien was simply a different version!”) I find it easiest to simply accept that it isn’t necessary. Prometheus simply doesn’t fit the established Alien canon, no more than the graphic novels and the like.

What about the obvious similarities then? As the creators themselves said, Prometheus is set in the same world as Alien. It provides a lot of fan service, enough references to make a fanboy froth at the mouth and things like that. It’s definitely something of an Alien movie. Ridley Scott has said that Prometheus needs at least two sequels to reach Alien. This sounds reasonable. It would also make for a new canon: Prometheus, Prometheus 2/3, Alien. With the sequels not existing, it’s very difficult to say whether it would work. The leap from Prometheus to Aliens is simply too big, that’s for sure. As it is, Prometheus is a fairly interesting what if -scenario set in the Alien universe.

Parallels can be found, one being the new Star Wars trilogy. The original trilogy was about Luke Skywalker, with Darth Vader being an interesting antagonist, dramatically revealed to be Luke’s father. Then along comes the new trilogy, and suddenly the whole Star Wars saga is actually the tale of Darth Vader – even if he only plays a fairly minor role (in terms of screen time) in the original films. Like it or not, if there’s a Prometheus trilogy and it’s linked with the Alien canon, then all of a sudden the whole series of seven movies becomes a story of giant god-like beings and humans as their creation. All because of a very minor character/plot element, the Space Jockey, being shown. It’s no longer the Alien saga.

I don’t know about you, but in my opinion Alien – the Eighth Passenger is a hell of a lot more interesting than Humans – the Seven Other Passengers.

That’s why, dear readers, Prometheus just might be an Alien prequel, but for me it’s not part of the Alien canon. For me the Alien saga will be about the Alien, and Space Jockeys will probably always remain a mystery. I’ll keep my Xenomorphs and Space Jesus separate, thank you very much.

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Zombies, Run! – a review

July 6, 2012

Need more exercise? (You’re reading this blog, so chances are that’s a yes)

Like zombies? (Ditto)

Think running is boring? (Who doesn’t?)

Read on!

Zombies, Run! is definitely a mobile game. While its actual game-ness might be debated (more on this later), it goes on your smartphone – whether it’s an Android, an iOS or a Windows one – and above all keeps you mobile. Why keep mobile? Well…

The concept of ZR! is simple indeed. You go for a run, and while you’re running, an audio adventure unfolds. In this way, it’s not really a game, as there isn’t much interactivity. There are however some things that make it a bit more game-like. One is that while running, every once in a while you pick up stuff – water bottles, batteries, weapons and the like. This isn’t very interactive either, since it happens automatically. The one interactive feature that the game has, is a winning one. Every now and then you’ll start to hear a moaning, and a voice in your earphones will report: “Warning, zombies, one hundred meters.” That’s when it’s time to up your pace and try to evade them. That’s ZR! in a nutshell.

I’ve gone for a zombie run three times now, and I must admit that I’m pretty hooked. I’ve always considered running to be healthy, fairly enjoyable but inevitably boring. ZR! has definitely helped this. Even if there isn’t much of a game currently going on, it’s simply interesting to listen to the broadcast and hearing the story unfold. The optional zombie chases, which I always have on, make a simple run something much more challenging – an interval run. Basically this means alternating between fast and slow. Sure, you can do it anytime when jogging, but I’ve found it’s much more fun this way. The chases work via GPS, tracking your pace and requiring a sufficient enough increase to lose the zombies. This makes for a sometimes taxing run, especially if you’re like me and not used to interval running. There is a genuine feeling of desperation when you hear the warning and you’re already tired. Significantly upping your pace at that point takes a lot out of you, but there’s a genuine happy and relieved feeling when you hear “Zombies evaded.”

Between your runs you can log onto the game’s website, and sync your data. This also gives you the opportunity to distribute items you’ve collected throughout your base camp. The different buildings in the camp gain levels as you bring them supplies. Nothing special, but a fun addition nevertheless.

After three missions (out of 23) the story seems decent enough, with fairly good acting overall. There are plenty of hooks in the story, and the game has managed to trap me into waiting for the next mission just to hear what happens. The gist of the story is that you’re living in a post-apocalyptic world, where runners do all sorts of important tasks, such as scavenging and reconnaissance. This gives you plenty of reason to run around to your heart’s content. In addition to providing you with a backstory to your running, the game also keeps track of your running stats such as pace and run duration. You can also view a map of your run, complete with graphs of your pace. ZR! supports listening to music while running, and I seemed to have no problem having Spotify on at the same time, although with some louder songs it was difficult to hear the game.

The game version is currently 0.9.2 (on Android, 1.3 on iOS), and as such it has some design flaws, glitches and bugs, as well as functions that don’t quite..function. The syncing between my smartphone and my computer has been somewhat buggy, with some errors in the stats and lost items or example. Distributing the items throughout your camp is fun, but doesn’t really amount to a lot currently, although I believe some missions are unlocked this way. Before a mission the game doesn’t really let you know what to expect – is it a long mission or a short one? I’ve also been left wanting for a bit more dialogue per mission. During the first few I was actually wondering whether the app had crashed as I hadn’t heard anything from it in a good while. Annoyances certainly, but luckily nothing big enough to put me off the game. This is still an early version, and I’m sure a lot of this stuff will be ironed out later.

Overall verdict: Even with its flaws, Zombies, Run! is a great way to enhance your running and add  some extra exercise to your life. The game works with walking as well, so that shouldn’t be a deterrent. While there are some flaws, this is definitely something worth checking out if you have a smartphone.

Links to download the game can be found at the official site. It currently retails for €5.99.

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Dead State on Kickstarter

July 3, 2012

Do you still remember Dead State, the “X-COM meets zombie apocalypse” game that I talked about a long, long time ago? The game is actually coming along, and they have cleared their Kickstarter goal by a wide margin.

Now the Kickstarter time is running out, and they’re still looking to reach some stretch goals, so they’re asking for support. I pledged $15, as their project is looking mighty sweet. The $15 will also get me a copy of the game in due time.

You can find the Kickstarter project here.

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The Caldecott Chronicles No. 1 – a review

July 2, 2012

Victorian England. Zombies. With an intro like this I was immediately reminded of the dire Pride and Prejudice and Zombies, and more than a little apprehensive. Luckily, I was positively surprised by R.G. Bullet’s first YA book (or rather, “excerpt”) The Caldecott Chronicles. It’s a very short book, so this review will also be a compact one.

The short book of 120 pages is written in the form of a diary, and it details the exploits of the 32nd Earl of Rothshire. In 1896 everyone – aristocrat and peasant alike – is inexplicably hungering for warm flesh, and the fine Earl must adjust with the aid of a young peasant girl and a fine Purdey shotgun. What follows is a lot of fun.

What makes The Caldecott Chronicles so enjoyable? Since I can’t avoid comparisons with Pride and Prejudice and Zombies, here goes. TCC isn’t too over the top. You won’t find ninjas, katanas, Shaolin monks or any of that here. What you will find is bear traps, steam technology and a somewhat stiff upper lip. Bullet is also a pretty fluent writer, and the book is an easy read. While not quite reaching “hilarious”, the book did give me a fair few chuckles mostly relating to the polite and reserved mindset of the main protagonist. The book is fairly well grounded in the period, and there weren’t any glaring historical errors. All in all, TCC was what I had hoped PaPaZ to be.

As mentioned, TCC is a quick read. I read it via Amazon’s Kindle cloud on my Android phone, and the book was nicely suited to that platform. The second book is available now, with more on the way soon.

Overall verdict: The Caldecott Chronicles nicely combines the elegance of Victorian England with shambling undead. The result is a fun, humorous mix of period and zombie fiction, and yet another great YA book. Definitely worth getting, if you’re looking to grab a quick bite-sized read.

At $3.44 from Amazon it’s a steal – and if that’s too high for you, you can get it for free for a limited time.

You can read my interview with R.G. Bullet here!

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Author interview – RG Bullet

June 27, 2012

It’s time for another author interview, this time with RG Bullet, the author of The Caldecott Chronicles – a new series of zombie fiction set in Victorian England. A review of the first book will follow eventually!

DotL: My usual question: why zombies?

RGB: They remind of my neighbors (both sides), the people I went to school with, and of course, myself. All-in-all we are somewhat predictable, smelly and driven by very base emotions.

DotL: The Caldecott Chronicles isn’t the first book combining 19th century Britain with zombies. What is the appeal in combining those two seemingly very distant genres?

RGB: I was going to stretch the zombie apocalypse back to Neanderthal times but knew I’d get hopelessly confused when it came to the fight scenes. I am British and whether my fellow “Limeys” admit it or not there is still quite dogged mentality that stems from the Victorian period. And even if there isn’t –we’re still perceived that way in Hollywood. The Victorian era encapsulates all this and is a superb mix of duty, social structure and daring adventure. Think Sherlock Holmes or Michael Caine in Iron Man or Zulu. But it’s not all stiff stuff as you can read from the stories as they unfold – eccentricity and humour is there too.

DotL: Why did you pick the style you did – journal entries, that is?

RGB: It’s was a challenge to pull it off in the form of journal entries but I enjoyed the process. I had written my middle grade adventure, The 58th Keeper in a third person narrative and although it is powerful, I felt I wanted to tackle this adventure differently. First person is always much more intimate and there’s no buffer when it comes to action. I needed to place the reader straight into the mind of the Earl – so they walk in his shoes and familiarise themselves with his hurdles.

DotL: What about the YA demographic? What lead you to target that?

RGB: When I wrote the middle grade novel, I had to withhold the spontaneous rage even if children can sometimes express it. Although it is an adventure story it still had to be tempered to appeal to children aged 8-13. The Caldecott Chronicles was my way of taking the gloves off.

DotL: What are your favourite zombie book/movie picks? The more obscure the better!

RGB: Romero’s originals/re-makes are tough to knock. Shaun of the Dead and Zombieland were great fun. And as far as books go–I really enjoy Jonathan Maberry’s stories.

DotL: Literature-wise, what does the future hold for Mr. Bullet? More Chronicles on the way?

RGB: For now I am going to concentrate on short stories. My goal is to make them fun, addictive and affordable. I want to squeeze as much as I can into a small package, so the reader is happily hooked. That’s why I got the superb illustrations by Michael Gray. The Caldecott Chronicles is my first real stab at all that.

DotL: Last but not least, how would you rate your chances of survival in a zombie apocalypse?

RGB: Wholly useless. I’d be first “meat.” My neighbors (having read the above comments) would gather around me and say: “He knows all about Zombies! Get him out there to find an escape route!” and I’d say, “I…I just… write stuff. It’s fiction! I don’t really know about flesh eating idiots except you lot. No wait! I didn’t mean it like that. It was a joke. Don’t push me…Aaargh!”

DotL: RG Bullet, thanks for taking the time to do this interview and all the best!

RGB: Thanks for inviting me, Mikko. I look forward to coming back soon.

For more info on Mr. Bullet, go check out his homepage and blog. The first two books of  The Caldecott Chronicles are out now, with 3, 4 and 5 upcoming soon. The first book of the series is currently available for free, so definitely check it out – it has the DotLOSoZA (Dawn of the Lead Official Seal of Zombie Approval), which I just came up with.

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From the painting desk #16 – Marine specialists

June 3, 2012

My Colonial Marine force is steadily progressing from being a small group of models to be used in Space Hulk towards being an actual fighting force of troopers, maybe eventually used in one game or another. My fairly relaxed approach to this project has enabled me to use all sorts of minis as USCM, and this post details another such case. This time it’s three different specialists. They’re all straying from the Aliens movie – you don’t see these guys in the film.

First up is a sniper. The model is a Games Workshop Imperial Guard trooper from the Schaeffer’s Last Chancers set. I’ve cut down the barrel way back when I bought them to make it look less like a lasgun. Looking back, I don’t really regret it.

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The second model is a support weapon gunner from Defiance Games. Part of their multi-part UAMC marines, I painted this one up to see how they look like when painted as Colonial Marines. Can’t say I’m disappointed, so the DG marines will definitely be joining my force.

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The third one is a conversion. Not a very complex one though! He was originally an em4 trooper carrying a laser. In my opinion lasers and CMs simply don’t go together, so I chopped down the barrel and added a massive flamer nozzle from GW’s plastic Catachan set. To further enhance the flamer look, I added a small canister from the same plastic flamer to the side of the backpack. I like how it turned out, as it does look like a pretty bad ass heavy flamer.

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Finally, here’s a group shot of all three. I think they work nicely together despite different manufacturers. As I’ve said, uniform basing and …uniform goes a long way.

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