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Campaign building blocks

July 14, 2011

For any miniature game, you generally need the following: miniatures, terrain and rules. In this post I’ll do a bit of an inventory of what of each of those three elements I have available for Triton-4.

Miniatures

It should come as no surprise that as far as miniatures are concerned, I’m pretty well covered. As a result of both my own collecting and my Aliens, Predator and Colonial Marine miniature reviews I’m nicely stocked. I also have a few other nasties in store, which I’ll save until later. Just in case my players happen to read this.

I just received the scientists and utility crew that I ordered from Victory Force Miniatures. Joining them is be the not-Bishop from Woodbine Designs. I’ve also been thinking of ordering more inspectors from Heresy. Inspector Knuckles is already doing his rounds as a combat synthetic, and I think that with matching paint jobs the more peaceful-looking others would make for nice additions to the crew. I will need the civilian types to add some variety to the games, as they can be for example objectives (“Find the missing synths”), targets for rescue or protection (“Escort the scientists to the crashed ship”) or simply random encounters (“A feverish colonist staggers out of the jungle”).

I’ve also been thinking of investing in an APC for the CMs, probably this from Old Crow.

Shown in the pictures below is the current cast for the campaign, starting with the Marines.

Click for a larger version

I think the photo very nicely demonstrates the benefits of a unified  colour scheme. The fifteen Marines above look like a unit. Look a little closer, and you’ll see there are big variations in body proportions, style and gear. The models in the picture above come from no less than seven different manufacturers (em4, Copplestone, Prince August, 1st Corps, Denizen, Hasslefree and GW), and yet the simple paint scheme and unified basing tie the models together nicely. There are a lot more CMs waiting to be painted, but these guys and gals are a good start.

28 mm Predators

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Here are my Predators, sans the wonderful Hürn from Heresy, who sits almost finished on my painting desk. Being bigger than the others, he’ll make for a nice pack leader.

Horrorclix Aliens

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And here are as many Xenomorphs that I could cram into one picture. They’re missing their mommy, since the queen was far too big to fit in and is not yet finished.

Terrain

I’ve been working more than usual on my terrain. I currently have 16 CDs covered with jungle terrain. When I placed the first bunch on the table, I noticed that they looked a bit too sparse. This is due to the fact that I wanted to be able to position models on the pieces, as well as simply skimping on my terrain building materials. The newer ones that I’ve built are much more dense, and will be scattered around to create the illusion of a thicker jungle. I’m also intending to build small vignettes of some jungle pieces. Maybe a few skinned corpses? Chestburst animals? A cluster of eggs?

I’ve also been wanting to use a large outdoor fountain element ever since I bought it (see this post from a year back). Thus far it has seen no action whatsoever, but will surely be utilised here.

I also received a bunch of scenic elements from Ainsty – crates, barrels and the like – which I’m using to make something to represent a military camp. I’ve also just ordered some barbed wire pieces from Products for Wargamers, more supplies from Old Crow and sandbag walls from Fantascene.  The should make a nice, Vietnam war -style jungle camp. For the time being I will settle on a temporary looking camp, and as the campaign progresses, I’ll maybe add something to it, such as landing pads etc.

Here is most of my current terrain setup on my gaming boards in a few different configurations.

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Here’s the table in its entirety. I placed a Marine communications setup in the middle as well as some CMs to show the size of the table.

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Here’s a close-up of the comm setup. The dish is from a plastic toy, the pole a piece of an old GW building and the pegs around it from an IKEA bookshelf. The beacon in the middle is from Ainsty, and the barricade from a plastic army men set. The plants are aquarium plants. I’ve used different flocks to differentiate the camp terrain from the jungle. However, I’m also trying to convey the feeling that the jungle quickly creeps in around whatever the humans build.

Click for a larger version

Here’s the monstrous fountain element. It’s so big that I’ll probably need to add a third table (I have four sheets) to accommodate it. See the lone Marine for scale. I think I’ll have entire scenarios centered on this piece of terrain, since its build is very good for that. Just imagine the Marines defending the mouth of that gully, and you’ll see what I’m getting at. Or just take at this little diorama from way back when I bought it.

Rules

This section is the easiest and most complete. Flying Lead from Ganesha Games suits my needs nicely. It’s a fast-flowing system, which leaves plenty of room for narration and improvisation while also presenting players with tactical dilemmas and the like. As GG’s games use similar mechanics, I should be able to easily port extra rules from Fear and Faith, GG’s horror game.

We had our first playtest last week, and really enjoyed it. The system worked fine for what we’re going after, so I’m really pleased. We also worked that playtest already into the campaign – naturally it was the final bootcamp simulation before the actual mission.

So there, my plans so far for the campaign. Now I turn to you, dear readers. Tens of heads are usually better than one, so feel free to provide me with ideas, tips and even requests. Are there minis you think I could use? Got an idea for a terrain piece or vignette? Send them in, I’ll be eternally grateful and hopefully use them.

I’ve also been thinking of making a small tutorial on how I made the jungle pieces. Is there a call for an article like that?

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Rotting Hill

July 10, 2011

A friend tipped me off to this. It’s a lovely little film student-made  short film about zombie love. There’s not enough of it to write a real review, so I’ll just let the film speak for itself. As a friend of puns good and terrible, the name struck me as funny. Too bad this doesn’t have Hugh Grant in it.

As an aside it’s great to see that WordPress now allows the embedding of Vimeo videos. Makes my life just that little bit easier.

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Waiter, another round of upcoming zombie goodness!

July 3, 2011

It’s time for another look at what’s up and coming in the world of zombie (and assorted nasties) cinema.

Death Valley is a new series coming to MTV. Imagine Cops with vampires, zombies and werewolves and a hefty dose of humour. And it looks pretty awesome to boot. See this link for the trailer.

Monster Brawl features zombies only marginally, but it would be a crime against humanity to leave this one without mention. Eight classic monsters in a fighting tournament to the death. If this isn’t cool, what is? If you’re not convinced – and let’s face it, you might not be – see the trailer below and rethink.

More info on the film’s official site.

Dead Genesis

I’ve mentioned Dead Genesis a few times previously. The movie is doing the film festival rounds and has apparently been quite well received. They’ve released the first five minutes of the film, and it’s a pretty good, harrowing watch. Reminds me of the original Night of the Living Dead, which is always a good thing.

Infected

Infected might not be the most original title for a zombie film, but to compensate the movie doesn’t seem very original either. Still, it does have Michael Madsen in it, which always gives a film a few extra points. The movie is currently in post production according to iMDb.

Shouf Shouf Zombibi

What’s next? A Dutch zombie comedy? Yes. Not much I can say about this one, but it looks pretty zany! It’s coming out in 2012, according to the official site.

This concludes another episode of Upcoming Zombie Goodness, stay tuned for more!

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The road to Triton

June 23, 2011

I’ve been itching to get gaming for some time now. Some problems exist, though:

  1. I’m not in a competitive frame of mind.
  2. Instead of miniature gaming, I’ve been wanting to get a role-playing game going.
  3. Building an actual RPG scenario, let alone a campaign is far too much work.

My problems were insta-solved, however, when I had the idea to combine miniatures with a bit of light role-playing. Of course this is just on a conceptual level currently, but I believe it will work. I’ve talked about adding narrative to wargaming before, and even posted a werewolf game report featuring such a union. I wanted to try a similar approach, but make it a bit more involved: a full campaign instead of a few scenarios, experience and skill development, named characters, things like that. And so Triton-4 was born.

Triton-4 will be a small warpg campaign detailing the efforts of a Colonial Marine force to establish a foothold on the planet Triton-4. T-4 is a jungle planet filled with all sorts of nastiness, so doubtless the CM will have their work cut out for them. The scenarios will feature a fairly strong narrative element to keep things interesting, and the whole thing will be an affair for two players and a game masters, the latter being yours truly. Two of my friends didn’t need much persuading to join up as well – they do a lot of co-op gaming on the PC and are into miniatures (at least 50% of them is) and RPGs.

There are loads of good sides to a project like this. First and foremost it is a great source of inspiration. I have loads of stuff to do: tons of Colonial Marines to paint and plenty of terrain to finish. I also used the printer and laminating device at work, and made some exploration cards to be used in scenarios – see below. In case you’re wondering why a group of three Finnish gamers is using English cards, it’s simply because I figured I’d share the cards with interested parties later on.

Click for a larger version

Secondly it’s been a great excuse to spend some more money. I have a bunch of bits, like crates, barrels and containers, coming in from Ainsty. They will be used to make a base camp for the CMs to venture out from. I also happened to spot a 40% sale at Victory Force Miniatures and picked up a bunch of their not-Star Trek spacefarers, who are generic enough to be used as civilian/scientist types. For the game system I picked Ganesha Games’ Flying Lead. FL uses the Song of Blades and Heroes mechanics, which make for a quick, intuitive game. The same basic mechanics are used in Fear and Faith, the system I used in gaming the werewolf game linked to above.

A third, important thing is that a narrative campaign is not really a competitive affair. The players are co-operating, and just like in a RPG, the focus is mostly on creating a fun, interesting story instead of fighting tooth and nail for absolute victory. I’ve already told the players that the scenarios will not always be fair. It might be a scientist and a single Marine against a jungle full of wild beasts, for example. There are always reinforcements available, the main competitive aspects are going to be things like keeping your more experienced troopers alive and trying to complete scenarios successfully to maybe gain rewards or an edge later on. Just like in RPGs the scenarios will need to be challenging. Not impossible, not too easy. There are plenty of victory conditions available to choose from. The hypothetical scientist/Marine pair might have an objective to survive a set number of rounds, or to reach a communication uplink or whatever. As both of my victims players are experienced RP gamers, the idea will not be hard to sell. This should bring to the table the most important thing in gaming for me: fun.

I’ll be chronicling the campaign as it progresses, as well as associated terrain building and miniature painting. Hopefully that will also increase my commitment to the project, as I have a terrible tendency to not finish miniature gaming projects that I’ve started.

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Out for one

June 18, 2011

It’s been a while since my last miniatures-related post, as my summer job’s been getting my full attention and minis have been on the sidelines. This post’s a happy one, since I’m happy to say I’ve finished another sculpt. If you remember, I posted some time back about a sculpt I was working on. The model is now done, and turned out very nice in my opinion. While it’s probably not yet of a sufficient quality to sell, I know I can get it produced through Black Orc Games’ Minisculpt scheme. The model was my first partial foray into ProCreate putty (the grey stuff), and I must say that I’m sold on the product. Much easier to work with than greenstuff and retains its shape better.

The miniature itself, a winter-geared civilian (or a sentry, if you add a weapon or holster) is shown below. There are things I’m not quite happy with – the profile is very flat and the face will win no beauty contests. Some of the detail is soft, and the putty would benefit from more smoothing. Overall I’m happy, though. Comments and critique more than welcome!

Click for a larger version

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Atom Zombie Smasher – a review

June 5, 2011

What do you get when you combine the Zombie Infection Simulator with heavy weaponry, a surreal story and surf guitars? Atom Zombie Smasher, that’s what.

The concept of this casual PC/Mac strategy game is dead simple. Zombies are overrunning a fictional country, and you are the military high commander charged with saving the populace – or at least stopping the zombie menace. At your command are various mercenary units, ranging from rescue helicopters to snipers to zombie baiting devices and orbital cannons.

The game itself is quite elegant. You pick a city from a larger map, with a level of zombie infection ranging from 1 to 4. Your job is to go in, rescue as many civilians as you can and minimize casualties. You cannot control the civilians (represented by yellow blocks) much, they just mill around before being called to the rescue chopper by its blaring fog horn. Zombies (represented by pink blocks) enter the map from various points. When they come into contact with civilians, they turn them into zombies. Your various mercenaries try to keep this from happening, while you try to reach your quota for civilians requiring rescue. In the case of a level 4 infection, the whole populace has already been turned, and your job is to eliminate all the zombies. Sound easy so far? It would be, if you didn’t have a time limit of 30 seconds to two minutes. When the time – daylight – runs out, zombies pour in from all the entry points of the map, and most civilians are usually undead fodder in a matter of seconds.

What about your trusty mercenaries? Artillery shells the map, bringing down buildings and zombies. Snipers can cover whole stretches of streets, but are slow to fire. Infantry is effective at dispatching zombies, but while mobile, are still too slow to tackle the whole map. Barricades block streets, land mines are self-explanatory, zombie baits lure in zombies from a large area while dynamite can be used to bring down buildings and zombie hordes via remote detonation. Orbital cannons…well, they level city blocks and whatever happens to be in the area. The catch here is that not all mercenaries are available for each mission. Additionally there are different condition affecting each mission, such as longer daytime or faster zombies. Your mercs collect experience from their missions, allowing you to enhance them. I especially love the mercenary name generator, which gives you some immortal names for your units. The 375th Ocelot Reds for example.

The overall feel of AZS is a weird mix. On one hand there is sheer desperation. In the first few campaigns you really stand no chance unless you’re extremely lucky or a real strategical game prodigy. While you win areas, the zombie infection spreads through different cities far quicker than you can contain it. The victory point ticker tips mercilessly in favour of the zombies, politely telling you how much you’re trailing or (rarely for me) in the lead. This doesn’t lead to frustration, however. Instead you’re left with the ungrateful task of doing what you can to stem the tide. This also causes the inevitable “one more go”-effect. Also, if the game feels too hard, there are plenty of settings to play with, and you can tweak the game to ridiculously easy should you wish to do so.

Desperation’s not the only thing. AZS is downright surreal at times. Little vignettes told in comic book style offer you some insight into the world, but are usually quite incomprehensible. Really, they are. You can’t really talk about plot when it comes to this game, only about flavour. Add to this the constant surf guitar music, and you’re left in a very weird but strangely comfortable place.

The game isn’t without its flaws. As with all casual games, it can (and probably will) eventually get boring and repetetive, especially if enjoyed in large doses. This is basically the game’s biggest drawback. To offset this the game only costs 10 USD on Steam, and certainly provides enough entertainment for the price. There’s also a three-player co-operative mode, which I haven’t had the chance to test yet, as well as a ton of modifications for the game, easily accessed from an in-game menu.

Overall verdict: Atom Zombie Smasher is a great little casual game. While it will get boring after a while, it’s still an entertaining piece of gaming guaranteed to give you hours of fun. For the price of a dvd or a few miniatures, that’s definitely not bad.

The game is available for download from various sources, see the official site. There’s also a free demo for you to try, which I recommend. Play through it, and you’ll know whether you want the game or not.

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Opstandelsen – a review

June 2, 2011

Opstandelsen (or Resurrection, if you’re not fluent in Danish) is an indie zombie short(ish, around 50 minutes) directed by Casper Haugegaard. It presents a lovely vignette: during a funeral, zombies happen. Four people, all family, survive by hiding under the church and then spend the rest of the film trying to make it out alive. The main dramatic tension is between two brothers, one of them the straight-up one and the other a drug addict.

The movie left me with mixed, but mostly positive feelings. It’s very compact and well-focused. Even so, the movie does suffer a bit from balancing issues. In a movie like this, featuring a very small cast with in-story blood ties, I would’ve liked to see more character interaction and dialogue. There was some, and what was there was good. I liked the actors (Mads Althoff and Jonas Bjørn Andersen) portraying the two brothers. They had nice chemistry between them and managed to convey the relationship of two different brothers well. This stuff leaves you wanting more, so I was a bit disappointed with the decision to replace a lot of that with running around dark corridors in a panic. Which brings me to my next point.

A large part of Opstandelsen is spent shaky-cam running in the dark. This is very Blair Witch Project-y, which is a double-edged sword. On one hand it does get a bit confusing at times, and there is a bit too much of it, which might put people off. On the other it does manage to make the movie feel very personal. The cramped, dark corridors are scary and there is a genuine sense of urgency, panic and even claustrophobia. I might be wrong, but I guess that this was partly a budget thing as well – a dark setting doesn’t require very much propping or makeup after all. Still, I think the movie excels in the parts not spent running around. When you have good actors, you’d do well to get as much mileage out of them as possible.

Another little disappointment for me was the minimal attention given to the actual zombie attack on the funeral crowd. The few flashes seen are excellent, and the church itself is a wonderful setting. Again, this adds to the personal feeling of the movie as the viewer pretty much sees what the characters see. Still, every now and then this viewer would’ve liked to see some more.

The zombies themselves are nicely put together, and there is some good makeup present. There is a bit of variation in the quality though – some of the gore sequences are absolutely breathtakingly disgusting and visceral, while at times some of the characters just look like some fake theatre blood has been thrown on them. The gore does deserve a special mention. The combination of makeup and sickening sound effects makes for truly awful (in a good sense) death and devouring scenes. Make no mistake about it, Opstandelsen is brutal.

The cinematography left me a little perplexed. Other parts of the movie look like they’ve been shot in video while others look like film. Video tends to contribute to a cheap, soap opera look, but works surprisingly well in Opstandelsen. Still I was left wondering, why the difference in styles? There doesn’t seem to be any major discernible reason, and the contrast eats a bit of the movie’s coherence.

There’s a lot of critique above, so it might be surprising that I actually liked Opstandelsen a quite a lot. The main reason might just be that the whole setting and look of the thing is very Scandinavian. The familiar look contributes to a feeling of personal attachment, which is very good in any horror movie. Despite the low-budget look I found myself intensely drawn to the film for its duration – which by the way is pretty much spot on. A few minutes of corridor running could’ve been cut, but I still liked the film’s pacing.

Overall verdict: An intense zombie short film, which suffers from some of the usual low-budget problems but manages to make itself work nevertheless. Opstandelsen is far from perfect, but still an excellent way to spend fifty minutes of your life. Something is definitely rotten in the state of Denmark. Luckily, it’s not this movie.

You can get the film on dvd from CDON.com, for example.

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Dawn of the Stylish Blogger

May 28, 2011

I was happy to receive a double Stylish Blogger Award from long-time fellow blogger Vampifan as well as Spartan 117 of The Quick and the Zed. This is a thing that’s been going around the blog world for a while, and it’s nice to see my humble blog receive the accolade. The rules for this are as follows:

To receive an award there are four steps to follow –
1. Send a thank you and a link to the nominating blog.
2. Share seven things about yourself.
3. Pass the word on to 10 or so other deserving blogs.
4. Let them know of your nominating them for the award.

Sooo..seven things about me:

  1. I’m addicted to white sneakers (that’s probably trainers to you British types). I have eight pairs at the moment, which I try to keep as white as I can. And no, I’m not a chav.
  2. In addition to zombie, vampire, werewolf, scifi and fantasy films, I also have a penchant for romantic comedies. Love Actually is a particular favourite, as it features my two favourite actors…
  3. …who are Alan Rickman and Bill Nighy. Leslie Nielsen was a third one, may he rest in peace.
  4. I’m an avid RPG player, and currently getting started on my doctor’s thesis on role-playing games and their effects on the development of empathy skills.
  5. I teach Tai Shin Mun (monkey style) kung fu at the University of Helsinki. Beginner’s course level, but still! Additionally I’ve trained in Karate and Choy Lee Fut kung fu as well.
  6. I sing in a choir, but I’ve got a very varied taste in music, with hip hop being a particular favourite.
  7. I’m a sucker for online shopping, whether it’s miniatures, dvd’s, clothing, books or games.
It’s gonna be difficult naming other blogs here, but let me give it a shot. As far as I know, the Angry Lurker and Sho3box, as well as many more of my faves have already received their nominations, so I’ll throw in four new ones. Go see them if you haven’t already.

Carmen’s fun painty time – Man, how does anyone paint and model this quickly and to such a standard? Always a great source of inspiration, not to mention intense jealousy.

Dusty Gamer – Joonas is a real-life friend of mine, and a professional video game designer. His posts are well thought-out, and definitely worth a read.

A Hard Won Thing – Plenty of interesting posts on various wargaming subjects, focusing on skirmish level lately.

Devouring the zombie films of the living – This blog features in-depth reviews of zombie films. Alas, it’s far too rarely updated!

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Toxic Lullaby – a review

May 27, 2011

Toxic Lullaby (directed by Ralf Kemper) is a German indie zombie TV-flick with an interesting premise: a girl goes on a massive drug trip, and when she wakes up, she has no idea who or where she is. Oh, and the world is in shambles. Hooking up with a bunch of mysterious survivors, the girl needs to find out what exactly has happened and what is going on. A nice premise, no? Unfortunately, the execution is lacking.

I can’t remember how many times I’ve said it, but the focal point of a zombie movie are its characters. Toxic Lullaby has lots and lots of those. Sadly, they’re all left at the “cardboard cut-out” level, basically just names and faces. That is TL’s biggest failing. Throughout the film not one of the characters is even a bit likeable, mainly because there’s nothing to like. Actually, there’s not even much to dislike.  In a zombie/survival movie this is a huge miss, since you usually want your viewers to bond with the survivors. Instead, what we have here is just a bunch of people running around. This is strike one for Toxic Lullaby.

The film goes for a very trippy feel, kind of like Fear and Loathing in Las Vegas without the humour and in German. This is actually done quite well, as there is a genuine feeling of disorientation and trippyness. The downside is that it’s very hard to connect with the movie, as it seems to lack coherence. There are the unknown people mentioned above, and they’re doing things in unkown places for unknown reasons and motives. Sure, this is what it would feel like for the main character. For the viewer, however, it gets very frustrating after a while: “Who are these guys? Who are those guys? They came here because…? Now why did he just do that?” This lack of coherence makes Toxic Lullaby somewhat taxing to watch, and accounts for strike two for the film.

Of course in any zombie movie review, attention must be given to the zombies themselves. In Toxic Lullaby they’re called sleepers, as they’re mostly inactive during daytime. The zombies are pretty basic, just people in quick makeup akin to Romero’s first two films. The sleepers pop up every now and then, when they attack and usually kill someone. This is sadly done in fairly lazy action scenes with not much intensity. And of course, the characters killed are the non-characters mentioned above, so their killing isn’t much cause for drama. Also, the zombies seem to be almost like an afterthought. The movie mainly focuses on a broken-down society, with the sleepers simply adding a bit of a random element to it. As with the characters and the plot, the zombies lack focus. Why are they there? How big of a threat are they, actually? Because of this lack of focus, even the sleepers’ shining moment of mass destruction doesn’t convey the feelings it should. Zombies – strike three for Toxic Lullaby.

After all this honest and somewhat brutal critique, I must point out that the film isn’t without its merits. I actually liked the whole post-apocalyptic imagery and the locations that went with it such as abandoned buildings. The ending actually makes the movie make a lot more sense. The trippyness works, if you’re into style like that. It was pretty nice for me. The cinematography was nice, with a good contrast between the post- and pre-apocalyptic worlds. The acting wasn’t too bad, even if it wasn’t anything special either. Certainly decent for a low-budget feature!

Overall verdict: Toxic Lullaby is an ambitious project sadly let down by a lack of focus. With no real characters to relate to and no places or situations to recognize, the viewer is left feeling detached – something you don’t want to happen if you’re making a zombie film. Even with low production values, the film looks nice enough. With a better script Toxic Lullaby could’ve been very good. As it stands, however, I can  suggest seeing it only for its curiosity value.

Toxic Lullaby is available on dvd from Amazon.de as well as other sites.

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Frankenstein’s Army

May 14, 2011

Do you still remember Worst Case Scenario? It was the super eerie trailer for a movie that never was, where creepy zombie-like nazis waded out from the ocean surf. Here’s the video, in case you haven’t seen it:

As I said, it never came to be. There are good news now, however. The film-maker’s new project, focusing on nazis creating super soldiers out of dead corpses is apparently on its way. See the full blurb here.

MPI Media Group, LA-based XYZ Films and Pellicola of Amsterdam have entered into a coproduction deal to produce Richard Raaphorst’s FRANKENSTEIN’S ARMY. The production-distribution deal was negotiated by Greg Newman, Executive Vice President of MPI Media Group, parent company of Dark Sky Films, Nate Bolotin of XYZ and Daniel Koefoed of Pellicola. MPI Media Group is financing the production while MPI and XYZ are co-representing international sales rights. Shooting is to begin in the spring in Prague and Amsterdam and will be completed by late fall.

Raaphorst’s Worst Case Scenario stands as one of the great horror films that never was. The Nazi-zombie project whipped up a massive international following thanks to two early promo reels. But due to financing and production difficulties, the project was abandoned in 2009. Now, director Raaphorst will bring his visionary design skills to this new horror movie, to be distributed by MPI/Dark Sky Films in North America.

There are two teaser clips, nicely blending authentic footage with directed stuff. They work great, as you can see below.

Nice, nicey nice! I don’t know what it is about undead nazis. They just get me every time.