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Changing Ways Interview with Justin Randall

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A few weeks ago, I got the privileged of reading and reviewing the first two volumes of Gestalt Comics’ Changing Ways. The books, written and artfully illustrated by Justin Randall were visceral, raw, emotional and had me absolutely glued to the page from the moment I opened the cover of Book 1, to the time I read the last line of Book 2. Even after reading, I wanted to know more: more about the characters, the world, more about everything that is Changing Ways.

So with that in mind, I took my questions straight to the man himself. Justin was gracious enough to have a brief chat with me, and I tried to make the most of it, and cover as many important topics as I could. In our chat we talked about the future of the books, his inspirations and even the potential TV series. Check out the interview below, and I hope you find it as insightful as I did.

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1. Firstly I want to say that the two volumes of Changing Ways had me absolutely glued to the page. What inspired the story?

Moths flying around a lightbulb is where it all began. Creatures repetitively banging their head against a bright light is how I think many people live. Working in jobs they don’t like to buy crap they don’t need reminds me of the moth. There’s also a Carlos Castaneda reference concerning moths carrying knowledge which always made me think the moth should have known better.

 2. You previously worked on a few of the Silent Hill books, as well as 30 Days of Night: Eben & Stella. Did working on those popular horror books help with the design or story for Changing Ways?

Not really, no. It did help me tighten my art style immensely but it didn’t have any impact on the Changing Ways story or Design. I paused production on Changing Ways prior to my work on 30 Days of Night. The biggest impact was deciding to redo 20 pages of Changing Ways art because my technique had developed considerably after working with IDW.

 3. The tone and pacing of book 2 felt vastly different from the first. Was this a conscious decision, or just a side-effect of how the story came together?

The pacing and concepts are very much inspired by film. The pacing for book 2 was influenced by a film call The Darkness (the one by James Balaguero, starring Anna Paquin) in which I was aiming for a slow paced start that would hopefully creep up on the reader. That movie had a deep affect on me and I desperately wanted to capture a similar sense of foreboding. Films like No Vacancy or The Texas Chainsaw massacre (1974 version) had a direct influence on the pacing and sense of dread in Changing Ways book 1.

4. Following on from that, the art style is quite different between the two, with lots of shadows and rain obscuring things in the first, while the second is a lot brighter and everything is out in the open. I interpreted this as signifying the change in the characters from being scared and unsure, to being fully aware and no longer running. Was this your intention, or am I looking too deep?

I wouldn’t say you were looking too deep (that’s impossible for Changing Ways) just in a different direction. The idea was to let the readers hide in the open from the rest of the world like our protagonists had to. From here I can litter the world with little hints for the reader as to what may be happening in cities and other populated communities (sneakily hiding visual hints for repeat readers is my favourite part of making comics). From here, I was hoping for some mild, reader anxiety before the climax of book 2 punches them in the throat.

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5. The time jump of 10 years between books was unexpected for me as a reader. Will the later stories jump the same amount of time, or do you see Book 1 as more of a prologue to everything that is happening in the Changing Ways Universe?

Well you’re perhaps going be annoyed, confused or intrigued when I tell you that the story for book 3 occurs immediately after book 1 content and the book 4 story will begin where book 2 left off. I’m attempting to create an experience that you’ll remember as opposed to a regurgitated Hollywood formula with safety nets. I’m also mixing genres so expect to see some sci-fi events mixed with the psychedelic (and a generous lathering of horror).

6. Changing Ways seems far from over, and I’m sure everyone wants to know; when will we be seeing volume 3?

Early 2014 after which I will continue to write the series but with a new interior artist.

7. Fans of yours, or people who had seen the ABC documentary “Comic Book Heroes,” will know that Changing Ways has been in talks to be adapted to a TV-series. Has there been any developments on that front that you are able to share with us?

Nothing much new to share although if it makes the screen, expect to see an even earlier introduction to the Changing Ways universe, starting in Miami Florida with the Black Dawn Motorcycle gang.

8. You teach at Curtin University in WA. Is Changing Ways on the compulsory reading list for your class?

Hehe, no, it probably has too much swearing in it, but we do stock it at our bookshop.


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I would like to thank Justin Randall for the opportunity. We certainly learned enough to tease us with the future of Changing Ways, both in print and possibly on-screen. You can grab Changing Ways Book 1 and Book 2 from the Gestalt Comics online store, and remember that Book 3 will be launching early 2014. So, as always, for all the Changing Ways news as it becomes available, stay tuned to Capsule Computers.

BulkyPix Announces Type:Rider For Mobile Devices

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BulkyPix, the publishers behind iOS games like Dead Effect and Orborun, have announced their newest title, Type:Rider, set to release on iOS and Android on October 10.

We’re completely surrounded by them, yet we usually pass them by, without ever giving a second thought to what they are or how they came to be. We tend to take fonts for granted. Using a mix of puzzle and platforming, development studio Ex Nihilo is aiming to  help us remember the history and evolution of typeface as we know it today.

Type:Rider‘s features include:

  • 9 original levels (plus a secret one), each based on a unique font
  • An amazing visual and sound atmosphere
  • Solves riddles with increasing difficulty
  • 4 ways to control your characters (including Gamepad)
  • A game which combines fun and knowledge
  • Optimized for iPhone 4S and iPad 2 or more recent

For more information, you can check out their official website here. Also be sure to watch the making-of video below this article.

T.E.C 3001 Review

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T.E.C 3001
Developer: Phoenix Game Studio
Publisher: Bulkypix
Platforms: iOS (iPod Touch/iPhone/iPad) – Reviewed on iPad
Release Date: 26th September 2013
Price: $2.99 – Available Here

Overview
It’s time to take to cyberspace and make your way through the lanes of the virtual world. Also you’re a robot. Collect  batteries, dodge obstacles and enjoy the techno beats. Race to the end and test your metal.

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Let the fun begin!

Story
“In T.E.C 3001 (Tesla Energy Collector), you are guiding a cutting-edge technology robot to collect virtual space energy leftovers for humanity.”

At least that’s what the description says. In all honesty though, you’re a sprinting robot, what more story do you need?

Gameplay
Run, rush, haste, burst, jump, charge, dodge, slide. Pretty much sums it up. In game, you take control of a nameless robot who runs ever forward in order to collect precious batteries for non-descript purposes. But when do games ever make anything easy? Naturally on your straight line sprint, you’ll run into a number of obstacles designed to impede and destroy our precious robot runner.

Not sure what construction was thinking because the pathway your robot follows is littered with walls of varying sizes. Of course, hitting a solid wall at high speed hurts and results in existence failure. So watch out. Luckily, the robot has a few options available to dodge sudden death. One of the more fragile material, glass barricades can be decimated via use of the charge function, granting a short and intense burst of speed. This also aids in bettering your overall time for the course. In regards to the more solid obstacles, the option may present itself to poweslide underneath it. If the wall is short however, you can simply jump over it. Dangerous chasms also present a hazard, luckily the game includes a double jump function. That being said, some of the larger jumps require maximum air time, thus forcing you to time your jumps well.

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Starting off simple

Using these skills, you can choose the path of least resistance as occasionally levels will present you a divergent path. Some have more jumps, others take it slow with long stretches of track. Your choice. Plus, the game has checkpoints so if you choose wrong you don’t have to start over completely. A very helpful mechanic.

The game itself also includes a few different game modes. The core type, of course, revolves around you running to the end of the course, collecting batteries along the way. In this mode you are able to jump, charge and slide, dodging obstacles and turning freely. The second mode provides you with the same abilities, but limits your side to side movement into three lanes. This limitation actually helps to an extent, as it removes the dangers of free turning, which becomes increasingly difficult as you build up speed. The third game type throws you into a straight run with a series of arrows lining the track. The goal of this game type is to activate a speed increase whilst over a green arrow, which are positioned between red and yellow arrows. Timing is key, the closer to the green arrow, the faster you become, allowing you to complete the course with a better time. Finally, the game grants unto us an Endless Mode. This mode, which I’m sure you’ve guessed, never ends. Run, be free. Go faster and faster until you run into a wall and explode…it’s more fun than I’m making it sound. Enjoy the action with friends, splitscreen means twice the running and crashing…again, still fun.

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Head for the horizon

Visuals and Audio
As you make your way through cyberspace you may take not of the suprisingly colourful and picturesque backdrop. Though the core colour is black, it is accentuated by a neon grid. Over the course of the game, and sometimes within the same level, the colour of said grid changes. Blue, green, orange, pink, a bevy of colours to spice up your jaunt through the virtual world. These backgrounds also house

The soundtrack is chock full of techno music, which is fitting given the cyberspace setting and robot. The music is also pretty varied for an iOS game, containing about fourteen different tracks. This keeps you from hearing the same exact tune over and over again, which can be a problem in these simple objective games. Another nice little touch is the sounds that the robot itself makes. Whilst it isn’t overly loud compared to the soundtrack, if you pay attention you can hear the robot’s joints move as he runs, jumps and slides. Another small distraction that prevents the game from being boring and makes it feel complete.

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Gonna make it, gonna make it…

Overall
T.E.C 3001 yet another simple, easy to enjoy runner game. The courses themselves are fairly long, though the checkpoints serve to break up the levels and prevent them from becoming too frustrating. The game also provides a fair amount of variation in the levels, though in the end each mode boils down to running. Whilst the controls themselves are simple learning the exact placement of buttons is important, as looking away from the track probably won’t end well. Enjoy the splitscreen multiplayer and race your friends, or enemies, whatever. Run, jump, slide, charge and enjoy.

8-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Defense Technica Coming Soon to PC and MAC

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Devolver Digital has today announced their partnership with Kuno Interactive to bring out Defense Technica to PC and MAC. From the name you can probably guess this is another entry into the popular tower defense genre, with players needing to defend the nuclear core from biomechanical beasts using a variety of heavily armed robotic towers which can all be upgraded with different features and attack patterns. The flow of the battlefield can be affected by changes in weather, enemy paths and even in the terrain, meaning players need to pay attention and react quickly if they want to defend the core successfully. The game features gorgeous graphics in a futuristic setting with epic music to go along with all the action.

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Defense Technica is set to launch on PC and Mac via Steam and other digital download services this October 24, 2013. If you pre-order the game now from Steam you will receive 20% off the price. If you want to see the game in action before spending your cash, check out the games announcement trailer below. The mobile version of the game has already seen great success across both Apple and Android so check out their respective app stores if you are interested in playing the game right now.

Dragonball Z: Battle of Z – New Features Detailed

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Every Dragonball game I have ever played has tried, but rarely succeeded, to add a gripping new feature that makes the game both more enjoyable and challenging. Most end up just feeling like a cheap gimmick to artificially lengthen the replayability of the game and are not overly fun or rewarding. What Battle of Z seems to be going for though sounds a lot more interesting than anything else they have come up with lately.

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GENKI, a new energy gauge that allows you to perform a series of epic attacks and combos, is the latest feature to be added to the Dragonball franchise. While this may seem like nothing new at first, the GENKI feature actually has a surprising amount of use, in-fight and out. By ticking certain boxes during a mission, players will be given a ‘GENKI request’ when they have completed the fight, giving them the ability to add their GENKI to a shared pool that is constantly being added to by players all around the globe.

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By contributing, you will earn special Premium Points (PP) that will give you access to unique items that will give your favourite characters much needed boosts like special attacks. The ‘Limit Jewel’ is one item that can be purchased using PP and it lets certain characters use their ultimate moves such as Goku’s Spirit Bomb or Vegeta’s Final Flash. Dragonball Z: Battle of Z is coming to Xbox 360, PS3, and PS Vita in early 2014.

Destiny’s box art revealed with new trailer coming tomorrow

destiny-xbox-one-box-artToday Bungie and Activision chose to reveal the cover art that they are going to use for Destiny once it is released on both current and next-gen consoles. The box art can be seen to the right and can be clicked for a high-res version.

This isn’t all the news there is today for Destiny, as Bungie has also revealed that they are planning on releasing a new trailer for the game tomorrow in the beginning of what the company is describing as an “exciting week” for the game as far as reveals are concerned, so stay tuned for more news over the course of the next few days.

Tales of Symphonia Chronicles’ debut trailer gets some English subtitles

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Remember a few months ago when the debut trailer for Tales of Symphonia Chronicles was released by Namco Bandai in Japan? Well today it looks like Namco Bandai in the West has gotten around to adding some subtitles to the trailer and have re-released it.

Besides adding subtitles, the Japanese background music has also been removed, though this does give gamers a chance to hear the game’s Japanese voice work once again. Anyways, the trailer, which is called ‘Return to Symphonia’ can be seen below and the game itself is set to be released in the West sometime early next year.

Idea Factory partners with Disgaea 4 director to work on PS Vita RPG

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Today Idea Factory has announced that they are currently working on a PlayStation Vita RPG that is set to be released sometime in 2014 by Compile Heart. Unfortunately outside of that, the company only provided a few minor details, one of which is that Masahiro Yamamoto is in charge of the game.

Masahiro Yamamoto was the director for Disgaea 4, the review of which can be found here. Currently it is unknown exactly what the story will be or what type of RPG the game will be nor was any timeline provided for future updates but the above teaser image was provided alongside the RPG’s announcement.

Maria Holic to be given an English dub; Sentai details January 2014 release plans

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Over the weekend Sentai Filmworks announced that they were planning on releasing an English dubbed version of Maria Holic in January. This follows their previous releases of the anime which were given subtitle only releases back in 2010 and Maria Holic Alive in 2012. Currently no plans have been announced for the second season to be given the same English re-release treatment.

This was also confirmed today when the company announced their January 2014 release plans which consist of a number of releases, with Uta no Prince Sama 1000% Season 1, Patlabor TV Collection 4, Taisho Baseball Girls, Casshan Complete, and Medaka Box Abnormal, joining Maria Holic for release that month.

Australian Bravely Default Release Detailed

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Nintendo has just announced some more details pertaining to the Australian/New Zealand release of Bravely Default. While, it had been confirmed that the West would be receiving enhanced edition of the game that was released later in Japan, it is now definite that this will hold true to those southern hemisphere RPG fans.

The additions that Bravely Default will be seeing from its original release from publisher Square Enix and developer Silicon Studio, will include animated conversations, revamped user-interface for easier use, and a wider variety of difficulty options. The difficulty choices players will have will add 3 new difficulty levels, plus allow players to have more control over the rate of enemy encounters. Plus, players will be able to choose between the original Japanese and English dub dialogue tracks.

Overall, some nice additions that players will be able to get their hands on when Bravely Default releases before the end of this year for 3DS. To see more of the game, be sure to check out the new screenshots in the gallery below.