Following a listing on Amazon.com for a DVD release of JoJo’s Bizarre AdventureSeason 1 in North America last week, Right Stuf has listed the release with a few details. Warner Home Video is listed as the distributor, and Right Stuf confirmed with them that this listing is accurate.
The release will include episodes 1-26 with dual audio and English subtitles. It has not been confirmed if the dub cast from JoJo’s Bizarre Adventure: Stardust Crusaders will be returning for this dub. These episodes adapt the first two parts of the manga series, Phantom Blood and Battle Tendency.
Right Stuf describes the plot:
Jonathan Joestar, a young wealthy son living in Victorian England, has his life destroyed by the recently orphaned Dio Brando, who was taken in by Jonathan’s father. Dio, who plots to drive Jonathan to insanity and inherit the Joestar fortune, becomes an unstoppable vampire that Jonathan must fight.
The collection is set for release on July 28, 2015. It has a suggested retail price of $49.98 USD.
Ponycan USA has just revealed their August 2015 releases, which are now available for pre-order from Right Stuf.
Yuki Yuna is a Hero Collector’s Edition 3 will include episodes 9-12 with dual audio and English and Spanish subtitles on DVD and Blu-ray, as well as a special soundtrack outtakes CD. On-disc extras will include TV commercials and a promotional video. Physical items and package details include:
Exclusive “Mega Tall” size ‘DODEKA’ disc case
Double-sided cover illustrated by BUNBUN
Deluxe 24-page booklet
Two collectible wall pin-up pictures illustrated by Takahiro Sakai
Anyone who pre-orders this by June 30 will receive a collection of ten key frame sheets showing Itsuki Inubozaki transforming into a Hero. Pre-orders can be made here.
Cute High Earth Defense Club LOVE! Collector’s Edition 1 will include episodes 1-4 with Japanese audio and English and Spanish subtitles on DVD and Blu-ray, as well as a ‘special’ CD. On-disc extras will include short animations 1-6, the textless opening and ending animation and TV commercial collections. Physical items and package details include:
Exclusive “Mega Tall” size ‘DODEKA’ disc case
Exclusive “PONYCAN US” plastic slipcase
Booklet that contains illustrations and lyrics
Photo-card
Fans who pre-order this release by June 30 will receive one random character card featuring a random super-deformed Battle Lovers illustrated by chief animation director Yumiko Hara. Pre-orders can be made here.
Both releases have a suggested retail price of $89.98 USD, but are available for pre-order for $71.98 USD.
A couple weeks ago, I had the opportunity to speak with one of my personal favorite voice actors working in games and animation, Roger Craig Smith. If you are not aware of Roger Craig Smith’s name, you are definitely aware of his voice work. Not only is he the current voice of Sonic the Hedgehog, but Ezio in the Assassin’s Creed series, Chris Redfield in the Resident Evil games, Kyle Crane in Dying Light, and the voice of Batman in Batman: Arkham Origins and the upcoming Warner Bros. Animation film, Batman Unlimited: Animal Instincts.
I spoke with Roger about his start in voice work, the journey that led to him being one of the most-used voice leads in video games, and what it is like portraying so many iconic characters.
Hey, Roger! How’s it going?
Good! No complaints.
Awesome! Shall we start?
Go for it!
First off, thank you for speaking with me.
Absolutely!
I guess we’ll start at the beginning: How did you get your start in voice over work?
My start came about from me doing stand-up comedy before, during, and after college. I’d always been a theatre geek and a ham for sure. I had a lot of friends telling me, “Oh, you should do stand-up comedy.” I always thought, I have nothing to talk about. What would I talk about?
So, after getting a bit older and graduating high school, I started looking into stand-up and figured I should give it a shot. So I started watching some of the local guys at comedy clubs and ended up just going for it. Thankfully, I was able to develop and do some great stuff down in Orange County. Under the advice of my high school theatre arts instructor, I began voices and characters in my act. While doing stand-up, I also did a lot of hosting and MC work for corporate events where people would come up and say, “Oh, you have a nice speaking voice. Have you ever thought of doing voice overs?” I kept hearing more and more about voice overs and hearing industry professionals telling me, “You do a lot of voices and characters in your act. You should think about voice over.”
Finally, I realized everybody was talking about the voices and not about the comedy. So I figured I should look into that. That’s when it happened. I Googled it, started taking a class here and there, called a couple agencies and asked them what they looked for. Then I started pounding my local pavement and it just started to take root.
Nice! So you went from stand-up comedy to voice work? I feel like you don’t see that often. Usually, it’s people with a theatre background – which I know you also have – but you never really hear of stand-ups going into it voice over.
You’d be surprised! Tom Kenny has a background in stand-up comedy, Fred Tatasciore has a background in stand-up. I’m almost certain Nolan North has done stand-up in his past. What’s funny is that there are a lot of little ties. A lot of people are really musical, a lot of people are very theatrical, but there are weird little ties when it comes to voice over. It all comes down to an element of timing that always seems to come into play with the work that we’re doing. If you haven’t played on instrument, if you haven’t been a singer, if you haven’t been on theatre or on a stage, if you haven’t done anything comically, it can sometimes be a little clunky in the sessions.
But a lot of people have a background in stand-up. It’s just kind of a small world in many ways.
So what was your first voice over gig?
One of my very first paid gigs was doing a training video for nurses who support dialysis patients and the equipment they were going to use. And it was just these silly videos this guy was making– I don’t mean “silly” in terms of “pedestrian” but he liked to have fun and make the learning process fun for the nurses. He didn’t want these videos to be very boring and sterile. So I was doing everything from Yoda to weird sportscaster voices and it was just all kinds of goofy, funny moments here and there.
I think I made 75 bucks and couldn’t believe someone gave me $75 for working just an hour. I was thinking, This is insane! But yeah, that was one of my very first jobs.
[Laughs] What kind of things did you say in a training video for nurses supporting dialysis patients?
It was a bunch of technical jargon mixed in with some sort of motivational thing. I wouldn’t even remember what they had me doing. It was just all over the map. It was just a lot of different things to do.
[Laughs] That is weirdly interesting! I think the first game I remember you starring in was Chris Redfield in the recent Resident Evil games, I want to say Resident Evil 5 was the first one…
Ah, yes! I believe that was my first Resident Evil game, yes.
So how did you go from the training video to Resident Evil? What was the journey like, I suppose?
You know, that was just one of those random things where someone brought me in to audition for it. I think they originally had someone else doing the voice of Chris for something and I don’t remember if they just wanted to go with a different or what, but they brought me in, I did a few lines, and the client liked it. I got the ‘thumbs up’ and next thing you know, I was off and running. So it just happened to be one of those, “Just bring Roger in, have him audition for it, and we’ll see how it goes.”
I had a blast! I worked with Liam O’Brien and Stephanie Sheh – they were my directors – and it was just a dream come true. It was one of those things where it started to dawn on me about halfway through where I started saying, “Man, this a pretty popular gaming franchise, right? Like this is going to have a few people noticing what we’re doing here.”
They were just cracking up, saying, “Yeah, it’s… it’s gonna be a big one.”
“Oh, okay… cool. I didn’t… didn’t really think about that. But here it is!” Yeah, that was arguably my first really big video game role as far as getting to portray a lead character and it was a ton of fun.
That’s awesome. And you’ve played him for three games now, right?
Yeah. I guess technically, if you’re counting Resident Evil Revelations and some of the other ones, there might even be a couple more here and there along with DLC packs. But RE5, RE6, and Revelations, which was for the handhelds, right?
Yeah, though I am pretty sure it was later ported over to consoles and PC.
So they ported it. Gotcha.
Yes. And a little bit after Resident Evil 5, came what I want to say you may be best known for: Ezio from the Assassin’s Creed II series of games.
Yes. That was another– just incredible stroke of good luck. I went in and auditioned for a character that I knew nothing about. When I got there, they said they were looking for an Italian accent. I just said, “Okay, I can give it my best shot. I think I can do Spanish.” They just said, “No, we’re going to get a dialect coach, so it will be fine.” But that was literally just showing up for an audition on a Friday. Just throwing a little vocal stuff at the wall and hoping that it sticks.
Turned out that it did. Next thing I knew, that game lasted well beyond one game. With all of these projects, you never really know if anything is going to go beyond right there or if it’s going to turn into more than one job. But it turned out that the fanbase liked the game and liked the character, so Ubisoft stuck with developing the game and the story over the course of three games. It was a huge honor to be a part of that.
And do you play a lot of the games that you’re in?
Almost always, yeah. Sometimes, there are games that I have yet to get to that I want to play eventually. But for the most part, it’s the only way I get to see what everyone has done. It is a major collaborative process to get a game made and doing a voice is a very, very, very tiny part of what goes into game design. Since we get to record before we even get to see videos of the finished product, the only way I get to see what becomes of the work that I have done is to buy the game, pop it in, and play it.
I also watch movies and TV shows that I’m a part of because I just want to see if I’m developing bad habits that I want to be aware of or need to change, if when I deliver these types of lines that I’m sounding sterile or boring or whatever it may be. So yeah, when it comes to video games especially, I want to see what they’ve done in the end to create this collective vision of so many people. It’s fun to see how it all comes together.
So as someone who plays video games, I’m sure you were very familiar with Sonic the Hedgehog before you started working on that franchise.
Absolutely! Going all the way back to the Sega Genesis.
How did you feel going into that? Did you audition for that one also or were you brought in?
Again, it was just another one of those situations. Most of the work that happens in voice over is basically acquired in that way. It’s all just going in, auditioning for it, and, like I said, hopefully it sticks. It’s a boring response, [laugh] but that’s what it is. Someone calls me from the agency and says, “So and so wants to see you at this studio“, you go in, sign in, they let you know what you’re auditioning for and have you sign a non-disclosure agreement so you don’t talk or tweet about it, and next thing you know, you’re reading for Sonic the Hedgehog.
I wondered what they were doing now with the character and if they wanted me to match a previous voice. They said, “No, we’re going to do it a little differently. Just do what you do and we’ll see how it goes.” And it sounds boring to do it that way and it’s one of those things you try not to think about too much because there are so many decisions that are made that you have no influence or control over. A lot of this business is just a crap-shoot. You just hope that your number’s up. I went in, auditioned, got a couple calls, I think there was a callback and afterward, I got to be Sonic in a game.
And you really just assume you’re only going to do it for one game and then maybe they’re going to find out that you don’t know what you’re doing, fire you, and move on. It is always a stroke of good fortune when you get to continue a character. Having done it since 2010, it’s an honor to be part of such a large franchise and such an iconic character. One that basically defines the brand of Sega. Much like you have Mario for Nintendo, Sega is Sonic the Hedgohog. To be any part of a character of that profile and caliber is a huge honor.
Definitely. And you say that it is a boring process, but a lot of what you do ends up “sticking to the wall” as you put it. You end up getting a lot of those characters like Sonic, Ezio, and Chris Redfield where, after your first game with them, you were always brought back for more.
And I’ve lucked out with all that. There’s no algorithm, there’s no book to read, there’s no pill to take that makes all that stuff happen. I’ve just been very fortunate. I’ve really lucked out that I’ve been able to do so many characters of varying backgrounds and types. I’m always baffled by it. It’s always one of those moments where I focus on What do I have to do tomorrow? What do I have to do next week? What do I have to do next month? Next year? And it’s moments like this where somebody goes, “You voiced this character, this character, this character…” and I go, “Oh, that’s right! I did do that. Wow, what a trip!” So much of it goes by so quickly and you’re barely experiencing any of it and barely present in the moment for most of this stuff. So having those moments where I remember that I got to play that character and be a part of that experience – it’s surreal. I keep using that word in a lot of interviews, [laughs] but that’s kind of how this existence is for getting to voice superheros and talking blue hedgehogs and talking airplanes and being on TV and being in films and being on the radio. It’s all just an absolute dream come true and just a stroke of good fortune.
Speaking of talking airplanes, I know you’ve been doing a lot of work with Disney lately, including playing the main villain in Disney’s Planes. Was that also just an interview and it stuck, because usually they go for–
Celebrities. Flat-out.
Yeah, exactly.
Exactly. It was one of those weird things. I was there doing some work on the Tinkerbell series of videos– or DVDs I should say. There were still DVDs back then and not so much of the digital and Internet copies now. But I was leaving a session and there was a model airplane hanging from the ceiling, a Cosair airplane from World War II.
I asked the casting associate, “Who built the model?” He asked, “Which one?” and I said, “The Corsair right there.” He asked me how I knew what the plane was and I told him that I am was huge aviation buff as a kid and still am. I haven’t gone to an air show in a long time, but I am a big fan of airplanes and just flying, in general. I started pointing out other planes like, “Yeah, there’s a B-24 right there. What’s going on with all the airplanes?” Then he just told me, “Come over here,” pulled back the doors and showed me the war room where they were developing what was going to become Disney’s Planes. When I saw it, I just said, “Oh my gosh! Are you guys doing Cars, but with airplanes? Like, in the sky?!” He said, “Yeah!” Then I just said, “If you guys need anything. I mean ‘Plane B’ in the background of a bar scene, I would kill to be an incidental character in this movie. Is there anything in the pre-production process: animatics or scratch V.O. or anything like that? I would kill to be a part of this.” And he said, “Yeah, we actually do need some voices coming up. We’ll audition you for that and see how it goes.”
We did some scratch work and they asked me if I ever thought of voicing the bad guy. I said, “Sure, why not?” Before that, I was doing scratch for a whole range of characters including Dusty. So, I started voicing for Ripslinger and putting it into animatics. Then, there was a table read they were doing in front of John Lassiter and they wanted me to read for Ripslinger at the table read. The whole time, I’m just thinking, I’m part of a production team and this is what we do. It’s great to be a voice, but really and truly I am part of a production team. It just so happens that I am on the – and I hate this term – “talent” side of things, but I like being in the production of this. So, I’ll do the scratches and I’ll do the table read, then they’ll bring in someone else, a celebrity, to replace me and that’s fine. It’s going to suck, but that’s part of my job. It’s what I do.
The table read came and went. Then, next thing I know, I get a call from my agent and he tells me that Disney is offering me the role of Ripslinger. He laughs and says, “So, this is how this works. You can accept the role and say that you’re not going to do your scratch voice over and let some other actor do it. Then, towards the end of production, they’ll bring you in–” and I just started cracking up. I said, “Hell no! I’m doing all my pre-production work. This might be all we get!” So I kept going in, doing it all, and knocking on wood every time I was in one of those sessions. The director, Klay Hall, would laugh at me when I did it and I just kept saying, “I can’t believe I’m here.”
There were two of us from all the different actors at table read – Carlos Alazraqui and I – that made it into the final film. That, in and of itself, is a stroke of luck that they made Ripslinger an American-accented racer. Had he been of a more specific ethnic background, I more than likely wouldn’t have been able to do it. They might have hired an actor from that particular region, so a lot of that is just luck. Though, they said that John Lassiter wanted both Ripslinger and El Chu’s voice actors, that we both “got” the characters. It was three years in the making and I got to walk the red carpet. Getting to bring your mom to your first big film premiere, just as I had promised her, was the dream come true. I’m a huge Disney fan and being part of anything Disney in any capacity – let alone being one of the starring actors in a Disney film – was just absolutely incredible.
And on the other side of Disney, you are the voice of Captain America in every animated series and game following the first Avengers movie.
Yeah. Well, in Avengers: Earth’s Mightiest Heroes, it was Brian Bloom and he is still involved in the online game, Marvel Heroes. But that’s the reality of what we do, too. People always ask now, “Oh, are you the voice of the young Batman now?” or “Are you Captain America from here on out?” No, never. None of that exists. There’s no contractual obligations to this and they don’t owe you anything for even an entire series. It doesn’t matter. But again, a huge stroke of good fortune to be involved with Disney for Avengers Assemble.
It’s also another dream come true I get to portray a superhero who is not only a super cool superhero, but as an American, playing Captain America doesn’t get any better. Being under that Disney umbrella and the Marvel umbrella is just incredible. It’s an absolute honor to portray something this iconic again. And at a time when the live-action films are just so cool. Winter Soldier just had me thinking how amazing all those fight sequences were and Age of Ultron is going to be epic!
Oh, it really is!
Yeah, I can’t wait for that one. It just looks amazing.
And you also play Captain America on Marvel’s live entertainment, as well.
Yeah! You’ve got Marvel Universe Live and The Marvel Experience. I know that Marvel Universe Live is coming to all sorts of different cities for years now and The Marvel Experience, both have incredible technology that they’ve developed to do this live-action stuff. The Marvel Experience is this traveling domed show that has this crazy technology that they’ve incorporated to have you immerse yourself into the experience. It’s just a blast to be a part of it. I have friends text me now and again, “Did you do some Captain America live stunt show. Because I’m here with my kids and I swear that’s you, dude.” And I’m just like, “Yup, that’s me!” [Laughs] And they’re like, “No way! So cool!”
It’s a blast! It’s Captain America. Getting to be behind a voice over microphone at any point in time is an honor in itself. It’s a fun job. But getting to play such iconic characters, it just doesn’t get any better than that. So to be a part of a live stunt show or a live interactive experience or a LEGO video game, all of it is such a mind trip. It has me thinking, Yeah, I get to be a part of this history, this lore of these iconic universes that have been created in the world of comic books. So to get to voice any of those characters in any capacity is such a huge honor.
And on the flipside of Marvel, you are the voice of Batman. You portrayed a younger Batman/Bruce Wayne in the last Arkham game, Batman: Arkham Origins. How did you feel going into that? Because Kevin Conroy was not just the voice of Batman in the first two Arkham games, but the definitive voice of Batman since the ’90s with Batman: The Animated Series. How did you feel diving into that character? Especially since you weren’t trying to mimic Conroy, but take the character somewhere else.
Yeah, it was both elation and trepidation. It’s one of those things where I booked the role and Troy [Baker] and I were looking at each other and saying, “Okay. Man, this can go a lot of ways.” It can either be received well or it could kind of blow up in our faces. And we would totally understand why, because you don’t want to mess with something as coveted as Batman of the Joker. Knowing that Mark Hamill and Kevin Conroy have established what fans have come to know as these characters and their vocal portrayals for over two decades was just like– “Wow! You know, guys, let’s hope we’re all going to pull this off.”
But thankfully, we had the protection of it being an origin story. We were going back in time to tell where these characters came from. That made it a little bit more– It eased us into this and fans will understand that we’re not replacing anybody because you cannot replace those guys. They created the legacy of what these animated characters will sound like for most fans.
What’s funny is that there have been a lot of guys who have portrayed the voice of Batman and the Joker in many different projects. But when it comes to the Arkham series of games, because they were so lauded by fan and critics alike, a lot of attention was placed on that. So, we knew going in that a lot of eyes were going to be on us to see what we do with these characters. Obviously, Troy [Baker] with his monologue delivered at New York Comic Con put any critics at ease. Thankfully, with what Kevin Conroy has established as the voice of Batman, we were able to steer the voices into an earlier version of what fans have come to know as the voice of this character. So let’s do something – as Troy put it in one of our interviews – that is a point on the horizon of where these characters could go and is it believable. If so, awesome. If not, shoot, we gave it the best we could. It seems it was received well enough that the fans got it, thought it was okay, and knew we weren’t trying to replace anybody or step outside and ruin the character, but paying homage to what these other actors and gifted people have established. Going into it: I can’t believe I get to do this and, Holy cow! Let’s see how it goes.
Well, you did a great job to the point where Warner Bros. and DC have brought you back in for more Batman. Not just on those to Arkham Origins titles, but in the upcoming Batman Unlimited: Animal Instincts film, which seems quite different from all the other direct-to-video films they’ve done for Batman. It looks more colorful and has all of the animal villains against Batman.
The Ani-Militia!
[Laughs] Right!
What they are going for with this one is a much more accessible, family-friendly, G-rated Batman that is going to introduce this character to a younger audience. We did a panel at Wondercon where we were premiering the film and Will Friedle, who voiced Batman in Batman Beyond, had said that one of the writers on the series believed there should be a Batman for everyone. There are different versions of Batman with different voice actors and on-camera actors that have portrayed Batman. Arkham Origins is a much darker version of Batman in a game that is not designed for little kids. But Batman Unlimited: Animal Instincts is a much more family-friendly, much more accessible version of Batman that all fans can enjoy. One where the whole family can get together and watch this film. There are a lot of elements of comedy. Lots of great, funny interactions with other heroes and the villains, but still a tremendous action sequences and a ton of great writing. It’s woven into the fabric of Batman with such quality. What DC and Warner Bros. always accomplish phenomenal products and this family-friendly approach is no exception.
We were all sitting there [at Wondercon], wondering if the jokes were going to land and if the action sequences were going to be cool. Sure enough, they were. We had the audience laughing at the right spots, which was phenomenal. It just speaks to how many people are involved in this and passionate about all of these characters and the projects in their entirety. Everybody along the way is just so passionate about the Batman universe and being a part of it in any way. Everybody is just honored to be there. What they’ve got with this particular project is a lot of people pouring their hearts and souls into the project, having a blast doing it, and honored to be a part of it.
So let’s talk a bit more about your current animated series work. Frankly, your IMDb page is daunting.
Oh, thank you. But, it shouldn’t be daunting. [Laughs]
You’re doing Avengers Assemble (which we spoke about), Regular Show, Transformers: Robots in Disguise, Sonic Boom, and Clarence. I guess the question I have is how are you doing all of these around the same time? Because you seemingly voice every other non-main character in Regular Show.
I have no idea. It’s been nuts! You have already heard me say that it’s just a stroke of good fortune. I just can’t figure it out. I think if I were ever to be conscious of how it is that I’m doing it, then I might be thinking too much about that than just trying to deliver a solid audition. It really is just good fortune that people like what I do. I hopefully will keep throwing a bit of variety out there with things that people will want to keep working with me and, if not, so be it. There is a right and wrong voice for all sorts of things and a lot of people want to be a part of this industry. The fact that I get to be a part of it is incredible and a huge honor. There’s no, “Let me tell you how I booked all those roles,” because I don’t know. I just try to goof around, be funny, and do the best I can with what someone is asking of me. If they like what I do, cool. If not, then they’re going to find someone else to do what they want done.
But being a part of Regular Show has been an absolute blast. J.G. Quintel has got to be one of the most creative and nice guys I’ve ever met. And working with Bill Salyers – the voice of Rigby – and Sam Marin – the voice of Pops, Muscle Man, Benson, and RGB2 – are just some of the nicest, unassuming, talented people you can ever hope to work with and creating awesome art. Even appearing on Clarence and voicing Belson and Percy is no different. The writers on Clarence are phenomenally gifted and everyone there is doing a phenomenal job. I love the sweetness and the heart that show has while also being very funny, lampooning adults and children alike.
It is nuts to do all that stuff. To do radio imaging for a local LA radio station that I grew up listening to is unreal. To be narrating a dress show on TLC (Say Yes to the Dress). To be narrating Crashers shows on DiY and HGTV. To be narrating a show about a vet on NatGeo Wild. It’s nuts! How I got here is beyond me and when people ask, “How did you do it?” I just keep saying, “I don’t know. I just keep trying to do what I do and I don’t know what it is that I do.” I’m worried that I’m going to wake up one day and my agents are going to call and go, “Yeah, so the industry has figured out that you have no clue what you’re doing. So you’re no longer in the industry.”
[Laughs] Well, you’ll get enough work before that happens, right?
I hope so! From your lips to the Powers That Be’s ears.
Now, the last game you worked on that has come out was Dying Light, so I wanted to talk a bit about that. Dying Light is from the same developers who did the first Dead Island game, Techland. How did you feel coming into that game with that group and again with Warner Bros. to voice their new hero?
How many times can lightning strike? It’s not lost on me how those things are coveted in this industry and are very few and far between. I treat every one of these things like it is very likely going to be the last time. This is going to be the last time I portray Batman. This is going to be the last time I get to do Captain America. This is going to be the last time I will be doing the lead voice in a video game. None of that even matters. I’m just here to work. So the fact that I get to work as well as be the lead voice in something is unreal and it was no different with Dying Light‘s Kyle Crane. I’m talking to the casting associate and asking, “Are you sure they want to go with me?”
I got an opportunity to voice a character that was a little more on the realistic side of the fantastical world they created with a zombie apocalypse. Voicing Kyle Crane as a fallible, imperfect human being who is still trying to figure things out as opposed to Chris Redfield – whom fans are going to draw comparisons to because they’re going to hear similarities in my voice, obviously – but the characters couldn’t be farther apart from each other. Chris Redfield is almost cartoonish in his capabilities and Kyle Crane is very much a real human being who is struggling to figure out what is going on in the world around him and what his role is in all this while trying to get it right. It was a nice chance to approach some of the more humanistic elements in a game world that is sort of fantastical. Keeping this guy somewhat realistic was challenge and a blast to be a part of.
I knew just in looking at what they’d accomplished and the game being delayed, I knew that fans might be a little cynical about that. But would you rather have a game rushed to market to land at some arbitrary release date and have the game be so deeply flawed that it’s unplayable or would you rather have a company say, “Hang on. We’re going to pause production and get this done right,” like with Techland doing what they did on Dying Light. The one thing that I always complain about in Hollywood versus video games is people trying to turn video games into Hollywood when the industry is not. It is an interactive artform and medium that needs excellent gameplay. Otherwise, all these beautifully-rendered cutscenes and phenomenally acted lines of dialogue don’t matter for anything if the gameplay isn’t solid. And I can hop online right now and see friends still playing Dying Light because that open-world, parkour environment, the leveling-up, and the skill-tree building allows you to keep going back and play that game. Techland just knocked it out of the park with that. They created a game that some people will laugh at the storyline, but there are a lot more elements to it. If you allow yourself to be invested in it, there are some pretty interesting moments with some very interesting plots going on throughout that game’s script. But beyond all that, the gameplay itself, which I would argue is the most important thing out of any video game, must be rock-solid, a ton of fun, and allows you to keep going back to it. Techland really just hit a home run with that one and I’m proud to be a part of it.
Before we finish, what games are you playing right now?
I have been playing a lot of Grand Theft Auto V and GTA Online with my brother and a friend of mine, Mitchell Whitfield, who is another actor on Transformers: Robots in Disguise, which is out now on Cartoon Network. We hop on and do stupid stuff like fly helicopters and just crack each other up, in general. Thankfully, the older I get, the more responsibility I have in life and gaming has changed. A lot of my buddies are having kids and the notion of staying up until 3 o’clock in the morning, playing a six-hour marathon of Call of Duty, makes those days few and far between for us. The type of gaming I’ve been doing and the purpose of gaming serves in my life has sort of changed. I find myself in those situations where I’m gaming just to relax and have a bit of escape. So lately, GTA Online has been my game of choice.
Awesome. Thank you very much for speaking with me, Roger! I really appreciate it.
Thank you very much!
And Batman Unlimited: Animal Instincts comes out when?
May 12 on video-on-demand, DVD, Blu-ray, digital download, all that stuff. Just Google it and you’ll find all the details! This is why actors don’t do all this stuff. [Laughs]
Again, thank you very much and it was a pleasure speaking with you.
Likewise, Nick. I appreciate the time. Thank you, dude!
Once more, I would like to thank Roger Craig Smith for speaking with me. It was such a fun interview and I look forward to seeing what else he has coming out. Be sure to follow him on Twitter.
If anybody tells you that the games media industry isn’t cut throat, you can call them a dirty, rotten liar for me. You spend a little too long watching Netflix and suddenly somebody swoops in and steals your Newsbeat out from under you. All jokes aside, another big thanks to Jamie for manning the fort again for me, but now it is time for some serious Newsbeat! So get ready to check out an absolute boat load of news straight from Microsoft HQ…. Wait no hold on I’m being told we only have two headlines to share this week, oh well short and sweet!
Forza Horizon 2 Alpinestars Car Pack Available Now on Xbox One
Yep, I must be back at the Newsbeat desk because the first headline is about a slew of new cars heading to a Forza game. Now I know nothing about cars, but I do know that the latest DLC pack for Forza Horizon 2 is only $6.65 and comes with some real-world cars that you might see driving alongside you on the highway in peak hour (in addition to a few new sports cars and other things that are ready to race). Here is a brief rundown of the vehicles that you will have at your disposal:
2015 Chevrolet Corvette Z06
1953 Chevrolet Corvette
1991 Jeep Grand Wagoneer
2015 Audi TTS Coupé
1970 AMC Rebel “The Machine”
1992 Bugatti EB110 Super Sport
Wolfenstein: The Old Blood Injects More New Life Into the Series
Are you ready for some absolutely mind blowing FPS action? No I’m not talking about Call of Duty, Battlefield or Battlefront. Well Woldenetein: The New Order is getting a stand-alone prequel in Wolfenstein: The Old Blood that takes players back to World War II and lets us play through the events that lead up to the alternate-history that New Order takes place in.
Wolfenstein: The Old Blood features plenty of new gameplay elements as well. One new feature the studio is Blazkowicz’s new pipe, which allows you to take down tougher soldiers with melee attacks, and also presents some new traversal options. In terms of weapons, there’s a new pistol (which looks completely insane, and not unlike a rocket launcher that fits in your pocket), along with a sawed-off shotgun and a bolt-action rifle.
Yep, it feels good to be back! How about you Newsbeaters, how did you enjoy this week’s slatherings? Let us know in the comments below, and make sure you join us again next week where unless I get usurped, I will be back delivering all the news that’s fit to print!
So to answer your immediate question: No, Warhammer 40, 000: Regicide is NOT just chess. It definitely takes a lot from the standard design of chess in that the various pieces certainly move in a manner similar to pieces in chess. Whereas chess can require players to learn multiple permutations of various set-ups, manoeuvres, and counters, Regicide throws in an extra element of randomness to keep things interesting. The question which you should be asking instead, is whether the new game is itself enjoyable to play. The answer I can give you at this point is a tentative ‘yes’ with the game certainly showing plenty of promise in this early stage.
The game is not without its virtues. The gameplay is an interesting mix of old-school chess mechanics and some more contemporary Turn-based strategy choices in the ‘Regicide’ game mode proper (as opposed to classic chess). In Regicide, the turn begins with player making a generic chess move, with pieces moving in regard to the rules chess with bishops moving diagonally and pawns moving forward. The game then adds in its own flavour by then including an extra phase in a turn wherein the player can activate extra abilities with each unit.
Most units have a generic defend and attack ability you can choose which will either make the unit less susceptible to enemy abilities or attack the health of an enemy unit. Some units have abilities which are unique to them such as the devastator/loota ability to ‘pin down’ an enemy and prevent them from activating. Abilities like these alter the game fundamentally and prove to be an addition which changes up the game significantly. The abilities which do damage are also useful but generally aren’t as efficient as simply taking an enemy unit in a chess move. That being said; I did successful kill a heavily protected enemy king through the liberal use of grenades (which felt mighty satisfying) and shows me that these new features can still lead to some interesting plays.
The game so far features the Space Marines and Orks but the developers have indicated there will be more and from the look of the campaign teaser, we might get Imperial Guard and possibly Tyranids or the forces of Chaos as the video heavily hints at horror aspects within the campaign. The unit models are generally spot-on and although the animations can be a little underwhelming at times, (as Space Marines and Orks appear to tentatively shuffle across the board) for the most part everything looks and moves like it should. The ‘kill animations’ when one unit takes out another, are especially well done and you can see where a lot of work has been done to make the animations interesting (in a very visceral kind of way). There is still a significant amount of work that still needs to be done as shooting animations do not always appear to sync up with whether or not the shot hits home. Overall, the game looks pretty but understandable still needs quite a bit of polish.
Ultimately, Regicide has some interesting aspects to it but at this point remains a scaffold upon which more content needs to be added. This game isn’t just chess, so it isn’t right to assume that it is simply a reskin with 40K models, but there are enough elements which are recognisable that it’s easy to pick up very quickly. I enjoyed what was on offer but I’m still unsure about whether or not the game is worth it’s asking price. There is plenty more content which is slated to be added such as a story campaign, new maps, and new game objectives which should make this question moot. I would wait a bit longer until more of the game has been fleshed out as currently nothing has quite captured my attention in my recent forays into the grim darkness of the far future. I am optimistic however, and I look forward to returning and seeing what lies in store for this particular title.
Slightly Mad Studios had a dream to deliver a love letter to the motor racing industry and after four long years of hard work and community involvement, the release of Project CARS is upon us. Featuring over 65 cars, over 110 tracks, four game modes, a near unmeasurable amount of customizable options and great presentation, how does Project CARS stack up against the competition? Read on for our full review.
Story
Not so much a story mode but the main single player draw here is career mode. Project CARS is all about freedom and career mode is no exception. The game gives you a couple of milestones to help shape your career and once you start the way you progress is rather linear, but where you start in this mode is ultimately up to you. The race calendar details past and future events and allows you to race in the scheduled race for that day. Along the way you will be offered contracts, gain social media praise and be talked about in news headlines along side your other racers. There is no currency or unlocks in Project CARS, so having a better contract doesn’t mean much outside of some special race invites, but all the new stories and contracts make the mode feel more tailored towards your own career, even if ultimately it’s superfluous and becomes repetitive quickly.
Welcome to the start of your racing career.
Solo is the games free play mode where you can race or practice with your own settings. Like I mentioned before Project CARS is all about freedom right from the gate and that couldn’t be more true here as solo mode will literally let you race on any track, with any car, right from the outset. People that see unlocking content as a reward may feel this detracts from their experience but for the audience this game is marketed towards I imagine that being a dream come true. With 65 cars and more coming with free updates, players should be able to find a car from one of the games chosen car selection fields including Retro Touring, road cars, Go Karts, Track Cars, Super Cars, GT, F1 and Prototype. The track variety is also impressive with over 30 unique locations that provide over 110 courses to race on. Many are closed circuits but there are also two point to point races that occur on popular stretches of road in California Highway and the Azure Coast in Southern France. There is no shortage of variety in Project CARS.
Online at time of testing was very smooth. Even with my extremely average, Australian connection I experienced no lag and minimal cars bouncing around the track randomly as everyone left me at the back of the pack. Users create a lobby with certain settings and players can either search for a room they like or create their own. It’s simple and it works well which is all you can ask for in an online experience.
Starting from the bottom… Go Karts are a fun place to start though and a good intro to racing.
The final mode is Driver Network which offers specific challenges such as race on a certain track in a certain car. Each event has leader boards so you can see where you place against the worlds top drivers and these events last for a certain period of time before getting replaced with a new event to keep the mode fresh. This mode also contains time trials with ghosts support and is where you can view all your photo and video replay highlights. The photo mode in game is fun to play with and comes with a nice bevy of options for you to take the type of shot you like. The only negative I would say is that you can not take internal photos and for some reason the filters don’t always seem to work.
Gameplay
If you’re an arcade racer only fan or looking for an arcade experience, there are plenty of high quality games to suit that but this game is not it. From it’s inception Project CARS has always been about delivering a highly focused car racing simulation experience and Slightly Mad Studio’s has never wavered from that during the development process. That being said, even a beginner who has no experience with racing sims but wants to get into them can start here thanks to the user friendly options that cater to all levels of racer. Players can set A.I. difficulty on a hundred notch scale, turn damage to visual only, turn on automatic gearing, turn off penalties for bumping and going off-track, turn on the race line, tinker with all the driving assist and more. All these options provide an experience that caters for someone who wants to easily just come first in every race, someone who wants to practice and get better or someone wanting the most hardcore of experiences.
Those looking for an arcade experience should look elsewhere. Project CARS is hardcore.
As for how cars control there is a definite learning curve. Those new to the racing simulator genre will most likely find themselves spinning out or running off the track even with assists on, but should you stick with it you will be rewarded with steady, yet satisfying improvement. At a base level with default settings, the cars feel very responsive and satisfying to drive even with the DualShock 4 controller as opposed to a racing wheel peripheral, but enthusiasts can reset assured there are plenty of control and car adjustment settings to be found in the options menus to get your handling how you like. The physics aren’t quite perfect (I somehow managed to land a car on the front bumper and have it stay like that) but they feel very realistic for the most part. The sense of speed is well implement, with even the low horse power Go Karts having you feel like you’re flying.
I listed all the car types before and it should be noted each car type (and to a lesser extent each car in that type) feels, looks and sounds vastly different from one another. So while 65 cars at launch may be relatively low for a AAA racer in this day and age, rest assured quality over quantity was the mantra here. Tracks also have plenty of variety with some tracks suited to certain vehicle types, but that being said nothing is stopping you taking to the Azure Coast in a Go Kart if you wish.
Six camera angles helps offer the right experience for everyone.
Visuals
In terms of modelling this game is pretty much perfect. Cars look absolutely incredible with true to life models and only a rare slightly sharp edge to speak of. Interiors are equally impressive, especially the accurate dash displays and gauges. Mirrors reflect what they should (although if you watch them closely you can see objects constantly disappearing) and damage models also look fantastic and have great variety from light scrapes to bumpers, hoods and even tires becoming dislodged. The only negative with the interiors that detracts slightly from the realism is when you look back and only see a camera view from behind your car as opposed to the backseat. While falling slightly short of the standard of the cars, the locations are very well modeled with lots of small details hidden within them. Even the crowds look great in Project CARS. All this shines through at 1080p on the PlayStation 4.
This is how good Project CARS can look. You can tell I had fun with the photo mode option.
It’s not just the models that are terrific though. Lighting and shadows are very realistically represented to create a fantastic looking image on your screen and textures are sharp and of a high resolution. Weather effects are another highlight, from rain droplets building up on your windscreen until you have to use your wipers to clean it, to the harsh glow of sunrise coming up from over a mountain. Seeing small puddles build up on the ground and lighting reflect off them realistically just goes to show the amount of effort and care that was taken with the visuals to create one of the best looking racers ever created. Time of day and the aforementioned weather can all be adjusted to your liking in solo race as can the speed of time, allowing you to create days that look like they occur over multiple days, night time races during a storm or a race that begins on a foggy sunrise and turns into a beautifully clear day. Once again freedom is king here.
Dynamic weather and time of day gives great variety to every track in the game. It also looks awesome.
With all these fantastic effects and models there is bound to be some negatives however. The game aims for a 60 frames per second framerate and it does hit that peak in optimal conditions. But start throwing in heavy weather effects or become surrounded by opposition vehicles and the frame rate can drop to the mid 30’s. Screen tearing seems to happen though luckily in my experience is retained to the California Highway track which is populated by lots of foliage. Pop in is another issue that occurs rarely, again on heavily detailed tracks. Image ghosting is an issue that is being reported to only affect the PS4 version. It is most noticeable during Go Kart races and your eyes will get used to it, however its a very jarring experience at first as the screen turns into a blurry mess. The devs are aware of this issue and are hopefully going to patch in an option to remove the odd effect in the near future.
Ghosts are welcome in Time Trial but the ghosting effect here takes some time to adjust to.
The user interface for menus is another issue. Clearly designed for those sitting closely to a PC monitor, users will struggle to read a lot of the tiny text from a comfortable distance away from their TV’s. Strange colour choices such as fluorescent pink on Dark Grey look cool, but you can not read the current menu option while it is highlighted which is a pretty poor design choice. Another U.I. problem is that control settings can not be adjusted mid-race, meaning you will have to exit a race, play with the options and hope it works better in your next race if you don’t like how your car is handling.
Audio
I would say the most important audio in a game such as this is the car sounds and no one will be dissapointed here. I’m no car buff but each car has it’s own unique sound that I imagine is tailored to sound just like it does in real life. I liked the touch of the engine noises sounding different depending on your camera choice. Ambient crowd and weather all sound accurate and the pit crew voice overs sound good and are completely functional. All this sound is delivered with crystal clear quality with 5.1 channel support.
Even hearing your car pointlessly accelerating sounds good.
The menu music has an epic tone to it and accompanies menus nicely along with voice recordings from races. While there is no in race music there are several official Project CARS playlist up on Spotify you can listen to on your PS4 while playing including house, drum and bass, rock, epic and one prepared by famous DJ Deadmau5. I found the drum and bass one particularly fun to race to. There’s not much else to say about the audio except that it matches the highs of the visuals to deliver a truly engrossing experience.
Overall
Project CARS is a racing simulator fans dream come true. An extremely solid and accessible core racing experience delivered through one of the most polished audio-visual experiences this generation has seen. Four great game modes including a well implemented online structure ensure you can enjoy the racing the way you want to. There might be a few minor performance issues that stop this game from being truly perfect and maybe your favourite car isn’t in the relatively small but impressively unique roster, but Project CARS just stepped up to the plate in a big way for king of the racing sim genre, both for the hardcore and newcomers alike.
Capsule Computers review guidelines can be found here.
After suffering a minor delay from the initial April release window in order to increase the quality of the game, Lupiesoft’s The Reject Demon: Toko Chapter 0 – Prelude is now available for purchase from Steam. This first chapter is a kinetic visual novel which means there are no choices but the developer does say that future chapters may have routes/options.
Those who wish to purchase The Reject Demon: Toko Chapter 0 can do so on Steam for $4.99. Lupiesoft is also planning on releasing a handful of upgrades for Chapter 0 in the coming weeks as they are planning on releasing a set of Steam trading cards and a patch to bump the default resolution from 720p to a scalable 1440p.
There is also some discussion about bringing voice acting to the PC visual novel in a future patch but it is noted that there is no ETA at the moment and that auditions will be held “very soon.”
While fans of Triage X have been able to enjoy the manga in North America for quite some time, they will soon be able to enjoy a home video release of the anime sometime in the future as well. Recently Sentai Filmworks announced the licensing of the Triage X anime and they plan on releasing the series “soon” through digital outlets as well as giving the series a home video release sometime in the future.
Triage X debuted last April in Japan and is being handled by Xebec and follows the story of a group of mercenary assassins as they rid the world of the “cancers” plaguing society through a precision, emotionless battlefield practice known as triage.
Sentai Filmworks has announced that they have acquired the rights to the anime series Ore Monogatari!!, also known as My Love Story!!. With this license the company stated that they are planning on releasing the series through digital outlets soon and are planning a home video release sometime in the future as per standard. The series follows the story of the loveable Takeo Gouda, a giant guy with a giant heart who’s love life is about to take an incredible turn.
Adapted from the manga of the same name which is being released in the West by Viz Media and animated by Madhouse, My Love Story started airing last month and is available for streaming on Crunchyroll.