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Agents of Mayhem Interview with Kay Bess, Voice of Persephone Brimstone

Agents of Mayhem is an open world shooter coming out on August 15th in the USA and 18th worldwide for PC, PlayStation 4, and Xbox One. The multitalented Kay Bess is the voice actor behind Persephone Brimstone, the leader of M.A.Y.H.E.M.. She also played Ana in Rise of the Tomb Raider and Queen Cumulus in Skylanders: SuperChargers. Along with being an actor, Bess is an poet, writer, and singer.

Your main role in Agents of Mayhem is playing the voice of Persephone Brimstone. Can you tell us a little about the character?

Ah, Persephone. I love this character. She was a former L.E.G.I.O.N. Lieutenant and founded M.A.Y.H.E.M. (Multinational Agency for Hunting Evil Masterminds) in an effort to save the world from destruction. That’s not to say her motives are altruistic. She’s an opportunist on the grandest scale. She is the smartest, shrewdest person in the room, and has little time for those who question her authority. She is, of course, beautiful, well heeled, and unflappable.

Did anyone inspire your portrayal of Persephone Brimstone? If so, what did you do to channel that inspiration? 

There was a beautiful woman in my acting class at the time I was cast. She is of Iranian descent but grew up in Paris and so had a different sort of French accent. If a French accent could be any more sophisticated, hers is. I perceived it as more worldly, with other cultural influences. When I got a call back for the role, I spent all my energy in class the next two weeks watching how she spoke, how she held her mouth, and her facial expressions. I give her credit for helping me create an accent that those casting the role found worthy.

Do you ever play the video games you act in?

I haven’t as of yet! But I fully intend to play Agents of Mayhem! I can’t wait for it to come out! I have a friend who’s going to help me with it, as I am a total dork and gaming novice. I have a young daughter who loves video games but, with the exception of Skylanders, the games I’ve been in to this point are graphic, with a lot of adult language and themes and violence that she’s not quite ready for. But I can totally envision a time when we play them together.

You did a lot of narration and commercials before starting to work on video games. How did you start voice acting in video games?

The landscape of voice acting has changed so much in the last 15 or so years. I have loved and continue to love all the genres of voice acting that I’ve been privileged to work in, but there are a LOT more people vying for commercial, promo, and narration work these days. Even seasoned pros in these areas have had to reassess the business and reimagine how we fit into it in order to keep working and stay vital. I  initially came to Los Angeles to be an actor, and I just felt like it was the right time for me to spread my wings and challenge myself in areas of voiceover I had previously bypassed. I wanted to diversify. I was getting great feedback on my gaming and animation auditions, and I knew in order to start booking work, I needed to learn the genre, to persevere and continually strive to be better. I took some private coaching from a prominent gaming actor and coach, Zach Hanks, who was very helpful in orienting me to the world of voice acting for games. The key really is ACTING. If you are a great actor, you will stand apart from those who are simply “putting on” a voice. So, in 2014 I think it was, in an act of sheer faith and utter madness, I went all in and enrolled in a 2 year acting program in Meisner Technique, which any Meisner trained actor can tell you, can be quite brutal. Three months into the program, I booked Queen Cumulus in Skylanders, and then immediately booked Ana in Rise of the Tomb Raider. I really haven’t stopped booking games since.

How different is doing voice acting for a video game than a more traditional voice acting role in a TV series or documentary? Is there any special challenges that come with voice acting for a video game?

I think it’s quite different, and yet they are both collaborative ventures. Doing narration for TV documentaries is really about being a dispassionate observer and illuminator of the story being told on the screen. Our voices as narrators serve to further the story, but we must retain our objectivity. We are as just one instrument in a string quartet. We don’t take the lead. The picture takes the lead. Music (the score) necessarily evokes feeling in the viewer, and our role is to take the written word and help further the story. Simple as that.

There are many challenges to acting in video games. The first is that we are essentially acting alone in a studio with none of the other characters in the room with us. It requires a vivid imagination and a willingness to go all out on a dime. Almost all of my scenes in Lara Croft: Rise of the Tomb Raider were with Camilla Luddington, but I’ve never met her, never even been in the same room with her. We never have the entire script. Ever. We only have our lines for the day, and we never get those in advance of the session. Gaming actors are quick on their feet, good sight readers, and the best of us are quick-thinking and brave when it comes to being emotionally vulnerable at a moment’s notice. There are all kinds of ways to be brave in the world. I certainly don’t mean to compare it to the kind of bravery it takes to fight fires, to protect and serve a community as a police officer, or to serve in the military. But it is an emotional bravery that is very real.

Do you have a dream role you would love to play or play again?

I would love to see Agents of Mayhem continue as a video game series, or even as an animated cartoon. I love Persephone and think there is a lot of potential for a fun and complex character to develop even further. I’d love to play an evil witch of some kind in an animated series, a granny, anybody with an accent. I love accent and dialect work.

Gamers only experience the result of your work in the recording booth, but there must be a lot more that goes into it! Can you tell us a little bit about what work do you do from when you accept a job until the end?

I think the real work comes in developing oneself as an actor, keeping the actor’s tool belt fully functioning and ready to go. As I mentioned, we never get scripts in advance, and we get very little information about our characters until we arrive at a session. So, simply being an agile and malleable actor is vital. Probably the most well rounded video game characters are those that recur in a game series. The actor has so much more to draw on in character development with the first installment of the game under her belt!

As a member of SAG-AFTRA, you and your fellow voice actors have been on strike for the last year and have stopped working with several major game companies as part of the strike. Obviously, fair pay is always going to be an important part of any labour dispute, but I have been particularly intrigued by the health and safety reasoning of the strike. Voice acting is not a job most people would consider dangerous. Can you tell us a little more about that? How has voice acting affected your health and what have you done to try to keep your voice healthy?

Voice acting is indeed a mysterious job. Unless we talk about the challenges we face, no one would ever guess it was a job with particular hazards. The primary hazard is obviously to our voices. As everyone who plays video games knows, there is generally a LOT of yelling and screaming in games. It doesn’t matter how trained you are or how much breath control you have, at a certain point, screaming is going to blow out our voice. And by blow out, I mean you lose your voice and are unable to speak. When you lose your voice, it is an indication that real damage has been done to your vocal chords. Often times that damage is permanent. It’s like a pitcher ruining his arm by being kept in too many innings, game after game. The more critical the damage, the longer we are literally out of the game. I really haven’t done that much screaming in games, but already my voice is different than it was 2 years ago. I no longer have the higher end of my singing voice. It’s an issue I’m dealing with right now, and while it’s not keeping me from working in games, it is affecting my abilities as a singer. In light of the kinds of damage that can be done, we are asking for sessions with vocal stress to be limited to two hours. Keep in mind an actor can blow out her voice in 30 minutes time. So, 2 hours is definitely a compromise. That’s the first part. The second is that as games become more complex, voice actors are doing more and more performance capture and motion capture. This is like doing black box theater. We’re not just in a recording booth. We’re on a very special sound stage, with the need for movement and battle and fighting to be choreographed. We wear special clothing that allows for tracking our movement to make the visuals of a game uber realistic. Often this kind of choreography and staging is dangerous, unless coordinated by true movement professionals. We are not trained stunt performers! So we are asking for a professional stunt coordinator on set, as is required on every other filming set in the industry, to make sure we are safe. Our role in games is becoming more complex. We love the work, and we love the challenge. We simply want to be able to continue to do the work safely and for the long haul.

You have studied acting at both an acting school and a university. Which environment did you find most helpful to as a young actor?

Both of these environments have their benefits. Both of the programs I participated in were conservatory-like, and very intensive. I found my time at USC to be more cerebral, more formal, with a lot of the history of theater. And I learned a lot. Granted I did not finish the program, but I did not feel as though I walked away with tools that would serve me in the working world of acting. But I fully realize that I may simply have been unable at such a young age to absorb what I was being taught at the time. There are several attendees and graduates of the program at USC who were there while I was who have gone on to amazing, Oscar winning careers in acting and producing. So, we each are ready to learn when we are ready to learn. Clearly, I’m a late bloomer 🙂 My time in the Meisner program at the Ruskin School was a million times more practice than it was study. We engaged the technique 3 hours a day, two days a week for two full years. We were seriously challenged, pushed, pulled, and stretched, and were compelled to give 1000%. I found it exhausting, but very fulfilling.

You have had a lengthy and successful career in voice over and voice acting work so far. Do you have any helpful advice to pass along for anyone looking to get into voice acting?

Study consistently. Work hard, and love the work itself. Love the auditioning. If you don’t love auditioning, you should pack it in. I average 500 to 750 auditions per year, and I book maybe 10 or 20. And I have a successful career! Get used to not getting the job. Get used to your friends booking the jobs you thought you were perfect for. Learn to cheer for them, and to celebrate their victories as well as your own. It’s the primary way voice actors build community in an otherwise isolated and lonely business. Be patient. Lower your expectation that you will achieve success quickly. We live in a sound-byte world. We want what we want and we want it right now. But every last voice actor I know who has a piece of the elusive spot light and more than just a handful of iconic characters under their belts has worked for DECADES, and they worked for the love of the work itself, not the spot light. Know what your strengths are, and really know your weaknesses. It’s imperative to stay humble and to keep learning. Do what you must in order to keep auditioning, even if it means working 2nd and 3rd jobs. There is honor in all work that keeps you solvent with a roof over your head and food in your own fridge. Oh, and be kind. It goes a long way in every business, including this one.

Make a Sacrifice in New Battleground Arena for Heavy Metal Machines, Game’s First Esports Tournament Champion Revealed

Make a Sacrifice in New Battleground Arena for Heavy Metal Machines, Game’s First Esports Tournament Champion Revealed

Hoplon introduces The Temple of Sacrifice arena, crowns its first ESL Play Esports European Championship winner and implements various updates.

Florianópolis, Brazil — August 3, 2017 — Hoplon, the leading video games developer in Brazil, is delighted to announce a brand new arena, The Temple of Sacrifice, is now available in their unique free-to-play car-combat MOBA, Heavy Metal Machines, currently playable for free on Steam.

In The Temple of Sacrifice, teams start side-by-side in the attempt to deliver the bomb to the opposing side of the new arena via more visible paths and obvious shortcuts – making it simpler for new players. Other features include the ability to push enemies into the crusher to eliminate them, as well as system enhancements including a cleaner menu, implementation of a kill feed that shows the last kills in the top-right of the screen, and general gameplay balancing.

The Temple of Sacrifice in Heavy Metal Machines was a holy sanctuary where humankind used to pay tribute to the dark creatures that lurked underground to keep the peace. After the apocalypse and rise of Metal City, the Temple was found by Metal Herald and became a new battleground for Heavy Metal Machines players. With a “T” shaped arena, the new area allows players to “sacrifice” their enemies for the greater good hence its name, The Temple of Sacrifice.

Furthermore, Hoplon’s first venture into the esports scene, the ESL Play Heavy Metal Machines Esports European Championship final took place over the weekend of July 29th. With a combined prize pool of over €10,000, Kvasdopil from Russia was crowned champion and took home €4,000. Players won’t need to wait for the next Heavy Metal Machines championships for a chance to be rewarded as Hoplon are awarding players monthly based on their leaderboard performance.

Lucas Corte, Game Designer at Hoplon said, “With the new implementation of The Temple of Sacrifice arena, we further expand Heavy Metal Machines to make it more competitive as well as ruthless by giving players the opportunity to eliminate opposing players. After a successful ESL Esports European Championship, the new arena, improvements to gameplay and adding extra monthly prizes will ensure to make the next championships even more competitive.”

To find out more about the thrilling world of Hoplon’s Heavy Metal Machines, please follow them on Twitter, Facebook and Instagram or visit www.heavymetalmachines.com.

About Hoplon

Founded in 2000, Hoplon is one of the leading game developers, with a team of over 70 highly skilled professionals. Located in Florianopolis and a part of the technological centre in Southern Brazil, Hoplon is responsible for pioneering projects in Brazil and strengthening the Brazilian gaming industry through such titles as Heavy Metal Machines, Apocalypse: The Party’s Over or Taikodom. Steam is a registered trademark of Valve Corporation.

Mystery Narrative Game Another Lost Phone: Laura’s Story Announced

Mystery Narrative Game Another Lost Phone: Laura’s Story Announced

Spiritual successor to indie hit A Normal Lost Phone set for a late summer release on Steam, iOS and Android

PARIS – August 3, 2017 – Another Lost Phone: Laura’s Story, the new narrative mystery game from developers Accidental Queens, has been revealed today and will launch later this summer on Steam (PC,  Mac and Linux), iOS and Android. A spiritual successor to the award-winning and commercially successful indie hit A Normal Lost Phone, which sold more than 100,000 copies, the title once again places players in a position to unravel questions and puzzles in a unique story experience centered on the missing owner of an enigmatic phone.

In Another Lost Phone: Laura’s Story players are tasked to find out what happened to Laura, a young woman who has apparently vanished without a trace. Stumbling on her lost phone, they need to discover what happened to her by uncovering crucial pieces of information and hidden passwords scattered among texts, apps, photo gallery and social networks. Another Lost Phone: Laura’s Story explores different aspects of Laura’s troubled life, touching upon social themes usually not discussed in games, and should be instantly recognizable to fans of the original A Normal Lost Phone. The game features a completely new story, including new puzzles and new mysteries to solve.

“We knew the themes of homophobia and peer pressure we explored in our first game, A Normal Lost Phone, would move a lot of people, but we really didn’t anticipate the great impact it would have,” said Elizabeth Maler, co-founder of Accidental Queens. “Seeing the positive reactions from our community, we quickly made the decision that other important issues should be brought to the player’s attention. Another Lost Phone: Laura’s Story follows the same format, but has a completely new story, with new puzzles and player interactions hidden in a narrative system that is both unique and instantly recognizable to anyone who has a phone.”

Another Lost Phone: Laura’s Story features songs licensed from influential music label WARP (Aphex Twin, Boards of Canada) including the track “White Gloves” by Khruangbin. Full details on pricing and the release date will be revealed in the near future.

For more information  anotherlostphone.com, and follow the game on Twitter (https://twitter.com/notherlostphone) or like it on Facebook (https://www.facebook.com/AnotherLostPhone).

About Accidental Queens

Accidental Queens is a video game development studio founded by three women from the games industry and based in Tourcoing, France with a drive to create new kinds of game experiences. Their first game, A Normal Lost Phone, was released to critical acclaim on January 26th, 2017 for Steam (PC, Linux and Mac), iOS and Android platforms. Emphasizing themes such as homophobia, peer pressure and coming of age, it sold more than 100 000 units worldwide. The studio seeks to create games that feature never before seen mechanics, exploring topics from everyday life and social questions, through innovative narrative tools.

About Playdius

Playdius is an up-and-coming French independent video game publisher on a mission to showcase hand picked games which deserve recognition for their creativity and originality across all platforms. Affiliated to Plug In Digital, Playdius has promoted innovative titles such as Dead in Bermuda, Neurovoider and A Normal Lost Phone. More information can be found on http://www.playdius.games.

GREY BOX, SIX FOOT AND TEQUILA WORKS BRINGING RiME TO NINTENDO SWITCH™ IN NOVEMBER

GREY BOX, SIX FOOT AND TEQUILA WORKS BRINGING RiME TO NINTENDO SWITCH™ IN NOVEMBER

Critically Celebrated Puzzle Adventure Game to Launch Nov. 14 in North America and Nov. 17 in Europe

HOUSTON and MADRID Aug. 3, 2017 – Grey Box, Six Foot and independent developer Tequila Works have announced that the captivating puzzle adventure game RiME will launch on Nintendo Switch™ on Nov. 14 in North America and Nov. 17 in European territories. It will be available digitally via the Nintendo eShop for $29.99 / €34.99 / £29.99.

A special physical edition of RiME, containing the full game and a digital download code for its sweeping, evocative original score by David García Díaz, will be available at retailers for $39.99 / €44.99 / £39.99.

“As big fans of Nintendo, we truly appreciate our fans’ patience as Tantalus and Tequila Works continue working on RiME on Nintendo Switch; we are all committed to making sure all players get the high-quality experience they deserve,” said Raúl Rubio Munárriz, CEO and creative director of Tequila Works.

RiME is an emotional journey of discovery and adventure that wordlessly uses color, light and music to tell its story. As a young boy shipwrecked alone on a mysterious island, players will explore a world of natural beauty filled with wild creatures, ancient ruins and thoughtful puzzles that play with light, sound, perspective and time.

RiME is available now on the PlayStation®4 computer entertainment system, Xbox One and Windows PC. It is rated E10+ (Everyone 10 and Up) by the ESRB and PEGI 7. Additional updates will be available at www.RiMEGame.com, as well as on Facebook, Twitter and Tumblr.

About Grey Box

Grey Box is a video game publishing brand that champions the idea that games are an influential art form and players should be treated as sophisticated consumers. Grey Box aims to set a unique standard for quality in interactive entertainment. www.greybox.com

About Six Foot

Six Foot was founded in 2000 as an interactive agency, building digital experiences designed to make connections between people, brands and technology more human and meaningful. Now, as a full-service games company with offices in Houston, Los Angeles and Berlin, the company applies that same passion to building extraordinary video games, as well as providing creative direction, marketing and brand management, front- and back-end development, customer service and community support for game publishers, including Grey Box. www.6ft.com

About Tequila Works

Tequila Works, S.L. is an independent boutique studio founded in 2009 by Raúl Rubio Munárriz (founding member of MercurySteam Entertainment, developers of Castlevania: Lords of Shadow) and Luz Sancho Rodríguez.

Tequila Works’ first title, the BAFTA-nominated Deadlight, was published in 2012 by Microsoft Studios. The studio also published The Sexy Brutale in April 2017, RiME in May 2017, and is currently working on several original IPs, including The Invisible Hours on VR.

Tequila Works’ philosophy is to create games with gusto. The team consists of a healthy blend of talented veterans from Atari, Blizzard, Disney, Double Fine, Electronic Arts, LucasArts, SEGA and Pixar, as well as new blood from the animation and comic book industries, all of whom enjoy challenging their creative talents and seeing the world with amazement every day. www.tequilaworks.com

F1™ 2017, THE MOST COMPLETE FORMULA ONETM GAME EVER

F1™ 2017, THE MOST COMPLETE FORMULA ONETM GAME EVER

New Gameplay Trailer Showcases Expanded Career Mode Complete with Classic Cars, New Circuit Layouts and More

Larkspur, Calif. – August 3rd, 2017 Codemasters® and Deep Silver have today released the latest gameplay trailer for F1™ 2017, the official videogame of the 2017 FIA FORMULA ONE WORLD CHAMPIONSHIP™, showcasing the extensive Career Mode that makes it the most complete game in the franchise’s history.

F1 2017 has a massively-expanded Career Mode that introduces invitational events at key points during the regular F1 season, where you will get to drive 12* classic F1 cars in a host of different events including overtake challenges, pursuit events, checkpoint, and time attack challenges. The classic cars are also playable in all other areas of the game, and can be raced as both single and multi-class races.

In addition to the invitational events, the Career Mode offers a huge amount of extra depth with 115 possible Research and Development upgrades (over 4.5 times as many as in F1 2016), new practice programs to master, and increased importance being given to the management and reliability of your car’s engine and gearbox elements.

As well as the 20 official circuits from the current season, F1 2017 introduces four new shortened circuits at Britain, Bahrain, USA and Japan, while also allowing players to take on the iconic Monaco street circuit at night, complete with stunning visuals.

Lee Mather, Creative Director at Codemasters, says, “The Career Mode was a big hit last year and we are building on those incredibly strong foundations to create an even deeper, more rounded experience for F1 2017. We have added female driver avatars, new paddock locations and a new character as well as greatly increasing the scope for developing your team and car. All of this, we feel, combined with the addition of the iconic classic cars this year, means that F1 2017 offers gamers the ultimate F1 experience.”

F1 2017 releases onto PlayStation®4 computer entertainment system, Xbox One, the all-in-one entertainment system by Microsoft, and Windows PC via Steam worldwide on August 25th and is the official videogame of the 2017 FIA FORMULA ONE WORLD CHAMPIONSHIP.

Follow Codemasters’ F1 games blog (http://blog.codemasters.com/f1/) and social channels on Twitter (https://twitter.com/Formula1game) and Facebook (https://www.facebook.com/formula1game) for future news, YouTube (https://www.youtube.com/user/formula1game) for video content, and visit the product website (http://www.formula1-game.com/) for additional information. Further details will be released on the upcoming game soon.

*Consumers who pre-order or purchase ‘Day One’ copies of F1 2017 will have exclusive access to the iconic 1988 McLaren MP4/4, as part of the ‘F1 2017 Special Edition.’ Alternatively, the McLaren MP4/4 car will be available to be purchased at a later date. The 11 other classic cars are available in all editions of the game.

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About Codemasters

Codemasters, the award-winning videogame developer and publisher, has a 30-year heritage. With titles distributed globally, Codemasters is a leading developer and publisher of driving and racing entertainment games including DiRT, GRID and the official BAFTA award-winning FORMULA 1™ series of videogames. The company is fully controlled by Reliance Big Entertainment Ltd. (RBEL). For more information on Codemasters’ product portfolio, please visit www.codemasters.com. Join in the conversation with @codemasters on Twitter or Like us on Facebook at www.facebook.com/codemasters.

About Deep Silver

Deep Silver develops and distributes interactive games for all platforms. The Deep Silver label means to captivate all gamers who have a passion for thrilling gameplay in exciting game worlds. Deep Silver works with its partners to achieve a maximum of success while maintaining the highest possible quality, always focusing on what the customer desires.

Deep Silver has published more than 200 games since 2003, including its own brands like the open world extravaganza Saints Row, the zombie action franchise Dead Island, and the grim post-apocalyptic future of the Metro series. Upcoming highlights from Deep Silver include Dead Island 2 and Agents of MAYHEM. Deep Silver also owns the development studios Deep Silver Dambuster Studios in Nottingham, UK; Deep Silver Fishlabs in Hamburg, Germany, and Deep Silver Volition based in Champaign, IL, USA. For more information please visit www.deepsilver.com

KOEI TECMO EUROPE ANNOUNCES PLATFORMS AND FURTHER DETAILS DYNASTY WARRIORS 9’s NEW BATTLE SYSTEM

KOEI TECMO EUROPE ANNOUNCES PLATFORMS AND FURTHER DETAILS DYNASTY WARRIORS 9’s NEW BATTLE SYSTEM

Epic Adventure Set Across The Natural Wonders and Exotic Terrain of China Headed to Consoles and PC

Hertfordshire, 3rd August 2017 – KOEI TECMO Europe is proud to announce today that Omega Force’s latest entry in the long-running action franchise, DYNASTY WARRIORS 9, will be released on the PlayStation®4 Computer Entertainment System, Xbox One, the all-in-one games and entertainment system from Microsoft, and Windows PC via Steam®. Omega Force unveiled a plethora of new assets that offer a deeper look in to the vast Chinese landscapes and wildlife, new character designs, and brand-new characters!

Whether players choose to follow the main storyline quests or spend time exploring the vast natural wonders of China – from the lush cedar woods and bamboo forests of Chengdu to the legendary Great Wall – the ongoing war will continue to rage along their journey. Skirmishes, clashes, special side missions, and larger scale conflicts can be engaged at the player’s will as they venture through far–reaching lands, allowing for a sense of freedom of choice for the player previously unfelt in previous DYNASTY WARRIORS titles. These battles range from scouting missions to discover powerful enemy officers, to guerrilla actions to subdue messengers and scouts, to outright sabotage on enemy supply troops; success in these combat engagements offer great rewards and have an effect on future battles’ difficulty.

To further expand the choices available to the player, KOEI TECMO is also introducing two new playable characters to the game, each formidable in their own right! Man Chong, from the kingdom of Wei, is a brilliant general, skilled debater, and an excellent tactician. Meanwhile, Zhou Cang from the kingdom of Shu is best known for his incredible stamina and speed. Both characters join an already strong roster of fan favourites and will provide an even more diverse selection for players keen on exploring different storylines in different kingdoms.

Speaking of those old fan-favourites, KOEI TECMO is also releasing new costume designs for popular characters Sun Shangxiang, Lu Xun, and the powerful demon-god, Lu Bu!

To keep in touch with the latest news on DYNASTY WARRIORS 9 please visit the official site at www.koeitecmoeurope.com/dw9 or be part of our community on  www.facebook.com/koeitecmogames and follow us on Twitter @koeitecmoeurope.

ABOUT KOEI TECMO EUROPE LTD.

KOEI TECMO EUROPE LTD. is a publisher of interactive entertainment software for current generation consoles, handhelds and digital download content based in Letchworth, Hertfordshire, UK. The company is a wholly owned subsidiary of KOEI TECMO HOLDINGS CO., LTD., headquartered in Yokohama, Japan. TECMO is best known for the Dead or Alive® and Ninja Gaiden®series. KOEI is best known for its Dynasty Warriors® and Samurai Warriors® franchises. On April 1, 2009, KOEI TECMO HOLDINGS CO., LTD was established as a result of the TECMO, LTD. and KOEI Co., Ltd. merger. More information about KOEI TECMO EUROPE LTD and its products can be found at www.koeitecmoeurope.com 

The Red Turtle Review

The Red Turtle

Studios: Studio Ghibli and Wild Bunch
Publisher: Madman Entertainment
Platform: DVD (reviewed)
Release Date: July 19, 2017
Price: $34.95 – Available Here

Overview

A man is lost at sea with no hope of being rescued. He wakes up on an island with a bamboo forest and a small pool of fresh water. Using the bamboo to craft a raft and collecting leaves to use as a sail, he attempts to leave the island. Shortly afterwards, his raft is destroyed by an unknown force. A second attempt meets the same fate, and on the third attempt, the man discovers that a red turtle has been sabotaging his attempts to return to civilisation. He resigns himself to his fate of being trapped on the island for the rest of his life, but not before getting revenge on the turtle. He soon discovers that there is more to this turtle than meets the eye.

Story

The Red Turtle is not a conventional film. It has no dialogue, has a mere three characters with no names and barely features any signs of civilisation. By breaking film conventions, Dutch animator and director Michael Dudok de Wit tells a story that is engaging in a different way to that of the films Studio Ghibli is known for. It is focused on the natural world and the various creatures that inhabit the island; it presents the man as just one part of nature. Crabs are often seen scuttling across the beach near him, and while they serve no purpose to the plot, their presence helps illustrate the fact that he is neither more nor less important than the sea life in the grand scheme of things. The crabs are about as high up on the food chain as the man is; he designs a spear to capture fish to eat, and the crabs eat dead fish as well. One of the many turtles shown does take an active role in the man’s life, however, and decides to completely sabotage the man’s attempts at returning to his original home. A strong feeling of rage builds up inside of him, but after he seemingly kills the turtle, it transforms into a mysterious human female. His anger subsides as he spends time with this woman, and the two eventually raise a child together. The question of why the turtle turned into a human can be answered by interpreting its reasons for trapping the man on the island in a certain way, but how it was able to become a human is not explained. It may represent a transformation of the man’s wishes; he comes to accept his life on the island, and finds happiness in spending time with his girlfriend and raising their child. The story is relatively straightforward and not entirely original, but it succeeds in spite of its unconventionalism because of its attention to the natural details of life and its use of body language and physical expressions in place of dialogue.

Visuals

The animation is the most important aspect of this film, and a significant amount of time and effort has gone into ensuring that it looks every bit as good as it needs to in order to tell its story. Everything looks natural; right from the opening scenes, it is clear that the production team studied natural movements carefully and observed nature on a real island to get a feel for how to accurately draw realistic movements and realistic settings. Everything from the crabs to the waves of the ocean and the humans move fluidly and naturally, allowing for total immersion in the story. Nothing ever looks out of place, not even the unusual bottle that the son grows so fond of.

What really sets this apart from other animated productions is how expressive the characters are with their body language. Typical anime eyes are not to be found here, or in any Studio Ghibli film, for that matter. The eyes of the characters living on the island are inspired by The Adventures of Tintin, giving their design more of a Western European look. Having smaller, more realistically proportional eyes shifts the focus to the eyebrows, which very noticeably move according to whether a character is angry or sad. What one character is doing with their head and the rest of their body is just as important; noticing that the man is holding his head low reveals his remorsefulness just as well as words would, and what the characters do with their hands is often worth paying attention to as well. One of many things that are clear about this film is that it is no ordinary anime. Isao Takahata may serve as the artistic director, but he is not one to produce typical anime in the first place. It may be different even when compared to other films produced by Studio Ghibli, but it is consistently expressive.

Audio

As with the visuals, the sounds are all natural, with few signs of the existence of human civilisation present. The man only infrequently uses his mouth to express something; grunts and an apparent ‘hey’ directed at a bizarre mirage are the only sounds he makes. They are enough to help convey his feelings, and his body language compensates for the lack of dialogue. Light pieces of music are occasionally present in the background, and stronger piano and string melodies can be heard during dramatic moments. The most noticeable aspect of the audio is not the man’s sounds or the music, however, but rather the sounds of nature prominent throughout much of the film. The sound of rain and rushing water has more of a presence in this film than it typically would in other films, adding to the natural feel that the film has.

Extras

All of the extras are on the second disc of this set. Three of Michael Dudok de Wit’s short films are included: “The Monk and the Fish” from 1994, “Father and Daughter” from 2000 and “The Aroma of Tea” from 2006. A trailer and a French TV spot are also included, but anyone interested in learning about the production of the The Red Turtle will find “The Birth of a Turtle” and “The Secrets of The Red Turtle” to be the most interesting extras. They feature the director discussing various aspects of the film, such as the development of the human characters and the extensive research conducted before the animation process began, and show him drawing a scene on paper while discussing how he produces his drawings. The only problem to be had with the extras is the poor choice of having white subtitles against the frequently white backgrounds, resulting in them being difficult to read at times.

Overall

If you want to see something different from the dozens of generic anime series coming out of Japan every season, or just want to see something unusual, The Red Turtle is worth watching. It is unconventional and has a Western European art style, but its portrayal of nature and the humans’ presence on the island make it a fascinating experience. The turtle’s transformation into a woman and the man’s brief delusions prior to his acceptance of his fate may be a little unusual, but “a little unusual” is the sort of thing that helps an anime film stand out in a sea of bland nonsense.

Capsule Computers review guidelines can be found here.

Top coach Jürgen Klopp to become brand ambassador for the mobile strategy game Football Empire

Top coach Jürgen Klopp to become brand ambassador for the mobile strategy game Football Empire

Cologne, Germany; August 03, 2017 – The Cologne-based developer studio Digamore Entertainment has gained star coach Jürgen Klopp as a brand ambassador for their upcoming mobile strategy game Football Empire on iOS and Android. The former coach of Borussia Dortmund moved to the English top club FC Liverpool in October 2015 and will support the Football Empire team with his expertise, starting immediately.

The mobile game Football Empire is currently in development and will offer a unique mix of football manager and building strategy games, giving all soccer fans new opportunities for soccer simulation. In the game itself, the team facilities form the starting point of the game activities. The entire property can be designed freely, similar to strategy games or development simulations. The goal is to develop the most successful soccer team in the world and create your own personal empire. The game’s release is planned for the beginning of 2018.

After starting out as the coach of Mainz 05, Jürgen Klopp made history with Borussia Dortmund, becoming German champion and winning the double of championship and German Cup. He won fans’ hearts with his team’s attractive play, cool sayings, and many emotional moments. “I loved the idea of the game right from the beginning. I know what it means to start out on the football ground and work your way up to the top of professional soccer. That’s pretty much my own story. I’d like to help players be able to experience that up close in the game,” says Jürgen Klopp. Maik Dokter, founder of Digamore Entertainment GmbH, is also looking forward to working with Jürgen Klopp. “It’s fantastic that we were able to win over Jürgen Klopp for our game. He shares our passion for soccer, and we are convinced that we can learn a lot from him.”

For more information about the game, visit footballempire.com.

About Digamore Entertainment GmbH

Digamore Entertainment GmbH was founded in 2016 with the goal of developing high quality mobile games. The name Digamore stands for Digital Games & More, where the word “more” foresees being adaptable in a rapidly changing ecosystem and open for new things. The experienced team from Cologne, Germany concentrates their passion for games especially on the mobile games market.

Q.U.B.E. 2 – Sequel To Multi-Award Winning Q.U.B.E. Coming 2018

Q.U.B.E. 2 – Sequel To Multi-Award Winning Q.U.B.E. Coming 2018

London, United Kingdom – August 3rd, 2017 – Independent developer Toxic Games announced today that Q.U.B.E. 2 is coming to PlayStation 4, Xbox One and PC in early 2018. Q.U.B.E. 2 puts players in the shoes of British archaeologist, Amelia Cross, on a beautiful yet mysterious alien planet.  With the help of fellow survivor, Emma, Amelia must face the challenges of the Q.U.B.E. in the hope of finding a way back home. Q.U.B.E 2 retains the shifting, environmental puzzles of the original but wraps the action around Amelia’s own intimate story and her quest for survival.

“With Q.U.B.E 2 we want to give the player more story but we also want to give them more choice,” said Dan Da Rocha, Managing Director of Toxic Games. ”We’ve developed the tools players can use to solve puzzles, subverting the linearity of the original in favour of something more open, something that allows players to put their own stamp on solutions.”

To accompany this announcement, Toxic Games have produced a teaser trailer giving players a sneak-peek into how this new story will unfold and the gorgeously evocative environments Amelia must overcome. The team will also be at Gamescom in Cologne from August 22nd- 24th giving an early look at the game. Keep your eyes peeled for that!

About Toxic Games
Toxic Games is an award-winning, independent game development studio based in the U.K. which specialises in brain-twisting, first-person puzzle games. The studio was established in 2010 by former classmates, Daniel Da Rocha, Dave Hall and Jonathan Savery. Toxic Games has since expanded and are working with a number of talented collaborators who have allowed the studio to greatly improve the level of production and quality. Key collaborators include Harry Corr, a talented environment artist who has worked on titles such as Grid 2 and Dirt Rally; David Housden, a BAFTA nominated composer, best known for his original scores for Thomas was Alone and Volume; and Benjamin Hill, a writer and producer whose notable projects include the critically acclaimed Ether One and IGF Nominated Duskers.

Toxic Games’ debut title, Q.U.B.E., was released back in late 2011 followed by Q.U.B.E.: Director’s Cut which was released on PC in 2014 on console platforms in 2015. This featured a completely new story, voice acting, an all-new original soundtrack and a special time trial mode. Toxic Games are currently working on the sequel to their award-winning first-person puzzle game, namely, Q.U.B.E. 2.

The Adventures of EGGLIA: Legend of the Redcap to Delight Western Fans 

The Adventures of EGGLIA: Legend of the Redcap to Delight Western Fans 

Highly Anticipated JRPG from Powerhouse Team, DMM Powerchord Studio and Brownies, Out Now on iOS and Android

Tokyo, Japan – August 3, 2017 –  DMM.com Ltd.’s POWERCHORD STUDIO and Brownies Inc.’s highly anticipated role-playing action game, EGGLIA: Legend of the Redcap, is available starting today on the Apple App Store and Google Play Store. Initially released in its native Japan in April where it hit #2 on the App Store* and #1 in the RPG category*, the global release of the game allows audiences from all around the world to experience the magical world of Egglia in English. EGGLIA: Legend of the Redcap can be purchased for $9.99 USD, €10.99 EUR, £9.99 GBP, available in North America, Australia, New Zealand and the United Kingdom, Europe, Southeast Asia and beyond.

In celebration of today’s launch, the game’s creators shared a beautiful new trailer featuring the first full quest from EGGLIA: Legend of the Redcap, introducing players to world and the game’s protagonist, Chabo. The quest, which serves as a tutorial, begins with Chabo hatching an egg to revive the land trapped within, then learning the basic mechanics such as the turn-based movement system, resource gathering and combat. We also meet some of the colorful inhabitants of Egglia and get a glimpse of the adventure to follow.

Trust Your Instincts as the World of Egglia is in Your Hands…

Players will explore the land of Egglia as a gentle boy elf, Chabo, who must navigate the world via a turn-based RPG system while hunting monsters for experience and gathering resources on a hexagonal grid, using a turn-based dice combat system. Players will uncover a series of mythical eggs that can be hatched to unlock different lands of the world of Egglia to explore and gather materials to grow their village – in doing so, players will evolve a variety of spirit companions that will assist in future battles.

In Chabo’s adventure through Egglia, a host of companions will be met throughout the journey and players will be able to build homes and grow a village for them. These homes can be upgraded and furnished with numerous fun decorations allowing players to customize and decorate as desired.

EGGLIA: Legend of the Redcap delivers a memorable experience set in a new yet familiar setting.  Players will find themselves instantly captivated with the beautiful world and amazing story that could only be told by the veteran team comprised of Shinichi Kameoka, Head Producer, Character Designer and President, CEO of Brownies Inc.; Michio Okamiya, Head of POWERCHORD STUDIO; and Yoko Shimomura, Composer.

For news and information, follow EGGLIA: Legend of the Redcap on their new English Twitter and Facebook pages at  twitter.com/egglia_en and facebook.com/EGGLIAEnglish.

EGGLIA: Legend of the Redcap, a collaboration between PowercHord Studio and Brownies Inc., is now available via the Apple Store and Google Play as a one-time purchase.  For more information about the game please visit: http://EGGLIA.jp/eng/.

About Brownies Inc.

Founded in 2012 and headquartered in Tokyo’s creative Kichijoji neighborhood, Brownies Inc. creates software, merchandise and graphic designs that stay true to the values of Japanese craftsmanship. President and CEO Shinichi Kameoka leads the small company, which has created such games as Seventh Rebirth, Shooting Hero, Fantasy Life Link! and EGGLIA: Legend of the Redcap.

About DMM.com Ltd. / POWERCHORD STUDIO

Established in 1999, DMM.com Ltd. is one of Japan’s top electronic commerce companies, servicing over 40 industries including game development, online shopping, video on demand and more. POWERCHORD STUDIO is a subsidiary of DMM.com, a product development division dedicated to developing captivating content for Japanese and worldwide audiences. In 2013, they launched the hit game Kantai Collection, which has been played by over 2.2 million people. Additional successful launches include EGGLIA: Legend of the Redcap, Over Legend Endless Tower and Dandy Dungeon: Legend of Brave Yamada.

©DMM.com POWERCHORD STUDIO/BROWNIES