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Interview With A Cosplayer

It wasn’t until I lived at student accommodation, which regularly held themed parties, that I realized – I love dressing up in costume. Mine were usually cobbled together from op shops, due to a complete lack of practical skills, but I always admired those with the skills to make stuff themselves.

Seeing all the amazing costumes at Oz Comic Con, where very few looked to be sourced from op shops, got me wondering how the dedicated cosplayer goes about recreating the outfits of their favourite characters. I sat down with Kaori Koneko, who you may have seen over the weekend cosplaying as Tintin, for a look at the process.

Check out her blog here, for regular updates on her projects.

 

How did you originally get into making costumes for cosplay?
If I recall correctly the idea to make character costumes initially came to mind for Halloween and costume parties friends were having. The available costumes in stores always seemed tacky, generic and generally didn’t incorporate things I had any interest in (except for maybe those aimed at young children, which were far too small for me).

How long have you been doing it?
I began attempting to craft my own costumes around 2002 or 2003 but didn’t start publicly wearing them at conventions until 2006.

How did you develop the skills required?
As a child I was always trying to make and build things, while these projects didn’t always go to plan they certainly paved the way for success with future projects.

My father originally taught me to sew and my grandfather gifted me with my first sewing machine (though an antique, it is quite a solid piece of technology and is still in working order- though it doesn’t get much use any more).

There were always textile and design classes on my timetable in highschool and after finishing school three years were spend studying fashion at TAFE (amongst other things).

There really isn’t a point where you can stop learning with costume work, as each character will pose their individual needs and challenges. The Internet is a great resource for getting in contact with and learning from others, not to mention the array of blogs and tutorials documenting specific techniques which can be appropriated for all manner of uses.

What is the process in making a costume, from idea to the event?
Generally it starts with the character; if they have more than one costume which costume do you want to wear?

Next will be locating screen-shots of the costume from different angles, once that’s done it’s a good idea to break the costume down.

Looking at the costume as a whole can be quite stressful depending on how complex it is, so I’ll break it into as many individual pieces as I can, such as; top, jacket, trousers, wig, shoes, etc.

Then draw sketches of the individual pieces, including seam lines and any minor details.

Once I feel happy with the sketches I’ll get started on the patterns, for which I use a combination of flat drafting and draping, depending on the piece. Fabric sourcing will also happen around this time, it’s usually fairly easy to estimate how much of each fabric will be required based on the pattern pieces.

Once that’s all done it’s finally time to start actual, physical work on the costume. Assuming all the planning and pattern-drafting has gone well, the construction itself usually doesn’t take a whole lot of time (though some minor fitting adjustments are often required).

During the construction process I’ll also be looking out for the parts which I don’t plan to make, such as shoes, contact lenses and wigs. In some cases even down to the socks and underwear.

When it is finished and all the pieces are together I’ll try on the complete outfit and see how it looks with make-up. If the character wears make-up then I’ll try to get some close-up screen-shots of their face to copy their look and if they do not seem to wear make-up I’ll experiment with a few different looks to decide what suits the outfit best.

When the make-up is decided that’s usually the point where it’s ready for the event and (theoretically) everything should come together on the day without a hitch.

What is usually the hardest step of the process?
Physically getting started on the costume. Every time. Deciding is easy. Sketching is easy.

But looking at it, even after breaking it down, I still find myself going: “This is ridiculous. What am I even doing?”

The pattern drafting and cutting is often quite tedious and frustrating for me, so I have a bit of a tendency to put it off or get distracted.

But once I finally start sewing the pieces everything just sort of… rolls along.

How long does a project generally take?
This comes right down to the individual project. Some take maybe two weeks, others take several months- maybe a year.

How regularly would you work on something once you start?
If it’s a personal project it depends on what other commitments are going on in life. I may not be able to work on something for several days, even weeks at a time.

If the project is for a commission or trade I’ll do my best to work on it at least 5 days a week until it is finished.

How do you decide what you’d like to make next?
It will be something I’ve really gotten into; a video game, comic, television show, film, etc. and I’ll find myself really identifying with one of the characters.

Generally it is the character as a whole that grabs me and making the costume is a (slightly strange) way of expressing respect and admiration to the creators.

Do you design a costume with a specific event in mind?
If I’m going solo then generally not. Often I’ll have multiple projects on the go at any given time and when I see an event I’d like to attend I’ll go through them and see which is nearest completion.

Even if I say “I’m planning to wear this for this event” I’m liable to change my mind on a whim.

If it’s with a group however, the event will often be planned long in advance and randomly changing my mind or backing out would be quite rude.

What do you do with the costumes after they’re finished?
To be honest I still have pretty much every costume I’ve ever made (excluding commissions and trades, of course). A couple of the really old ones were dismantled and recycled into other projects but for the most part I hold onto them.

Usually I’ll have vague ideas of photo-shoots in mind (though that rarely ends up eventuating) because the few photos obtained during conventions generally don’t showcase the costume terribly well.

Old costumes which I don’t intend on wearing again are kept in a box. More recent costumes are kept either in bags, to keep all their pieces together, or hanging in the wardrobe if they’re too bulky to fit in a bag.

Have you won any awards for your work?
Not really… like two, ever. I tend to shy away from entering competitions due to several bad experiences when I was first starting out.

How much help do you get from friends and family?
With friends I’m often the one doing the helping! Though I’m not so good with the props and have often enlisted the power of trades to obtain those (you do my gun, I’ll do your clothes).

In terms of family I’ve found my father to be an endless source of information and soldering equipment. He tends to be the first person I turn to if something is causing trouble or I’m not sure where to obtain a particular item (such as old motorcycle helmets to destroy).

My mother not so much, though I did recently enlist her knitting skills after having no luck with sweater-vests. Knitting is not my strong point.

What are some of your favourite costumes you’ve created?
Oh… How about a top 5? In no particular order:

– Commander Keen. Though the costume is incredibly basic, the Commander Keen games were some of my favourites as a child and wearing the costume to conventions I met so many lovely people. Seriously, Keen fans are the sweetest, nicest people I’ve ever met.

– The Medic from Team Fortress 2 because I really feel like I got the distinctive look of that lab-coat and also because TF2 cosplayers seem to have some sort of innate ability to mob together for photo opportunities at events.

– Nefertari Vivi from One Piece because that was part of a group and we all worked together on our costumes and skit. Good memories all ’round.

– Princess Zelda (“Twilight Princess” version). Though there are many aspects of this costume I would prefer to re-make before wearing it again, it was the first sort of big and complicated costume I’d embarked upon and many new skills were learned in the process.

– Ivy from Soul Calibur IV (player 2 version) just… because. Ivy has a special place for me.

 What was the most difficult costume you’ve made?
Probably Ivy (Soul Calibur IV, player 2). There are actually about 5 layers of fabric in that costume. Not to mention all the chest-padding. And that ridiculous hairstyle. I’m still very much a n00b at wig styling.

What are some of your favourite experiences from creating or presenting cosplay?
Performing a skit with the One Piece group was great after working so hard with everybody on the costumes as well as writing, rehearsing and recording the skit. It was slightly sad once it was done, because we had been spending so much time together and that was all over.

As a more general thing; all the free hugs. It doesn’t really matter who you’re cosplaying, somebody will inevitably want a hug- and I’m not one to turn these people away unhugged.

What are you currently working on?
Currently I am working on a costume based on the character Rory Dubois from the web-comic Teahouse. Two costumes based on this have already been finished and I’d like to complete one more, possibly to wear to Manifest later this year.

There are also a couple of commission works I have on the go at the moment.

Ultimate Marvel vs Capcom 3 Uncanny Edition coming September

Rumours are speculating that Capcom will be announcing Ultimate Marvel vs Capcom 3 Uncanny Edition at Evo 2012 this weekend. The uncanny edition of the game will include 4 characters 2 new game modes. The 4 characters will be 2 Marvel, and 2 Capcom characters. Speculation is that the characters Megaman, Servbot on the Capcom side, and Cyclopes, and Ant man on the Marvel side. The new game modes might be survival and Time attack.  The game will also feature more moves for existing characters, and costumes.

Ultimate Marvel vs Capcom 3 Uncanny Edition is speculated to follow the same model that Super Street Fighter IV Arcade Edition did, where you can purchases it as DLC for $14.99 US or get it on disc for $39.99 US. It should be noted that Ryota Niitsuma the man behind Marvel vs Capcom 3 is on his way to Evo. What do you think of this rumour, and will you pick up Ultimate Marvel is Capcom 3 Uncanny Edition if it is coming?

Source Twitter ,  Twitter 

Star Wars Battlefront 3 footage

Youtube user Borman18 has released a video that has one hour of game play footage for the cancelled Star Wars Battlefront 3. The game was being developed by UK studio Free Radical, and published by EA, but the project was cancelled due to Free Radical being purchased by Crytek back in 2009. The footage for  Star Wars Battlefront 3 looks like the game did make it into the beta stages before it was cancelled, and looked months away from being finished. It is unknown whether Lucas Arts or EA will find someone to finish the game or whether it will stay in Development hell. What do you think about the footage, and do you think the game should be finished, and released?

[pro-player width=’530′ height=’253′ type=’video’]http://www.youtube.com/watch?feature=player_embedded&v=VJfc4bAiByM[/pro-player]

 

WWE 3 hour Raw commercial

The WWE  started to advertise outside of WWE programming that Monday Night Raw will be going 3 hours each week starting July 23rd 3 weeks ago. The commercials are comedy skits, which makes it look like they are treating the third hour like a joke, but then again WWE has always been about the comedy since the early 2000’s. Raw going 3 hours does have some fan worried that it will go the way of WCW Nitro back in the 90’s. Which had a lot of promo’s rather then actual matches. Only time will tell what WWE will do during the 3 hours each Week. Raw will start 8pm Eastern once it starts going 3 hours. What do you think will happen when Raw goes 3 hours?

Check out the WWE commercial below

3DS Sherlock Screenshots for Mystery of the Frozen City

Focus Home Interactive have unveiled a quartet of new screenshots for the up and coming Sherlock Holmes and the Mystery of the Frozen City. The handheld title is coming exclusively to the Nintendo 3DS in the final quarter of this year, and will see Sherlock trying to discover why his home city of London has suddenly been cut off from the rest of England by a giant snow storm.

The game has been specifically designed for the 3DS, and boasts a vibrant animated art style that sits very well on the good old aqua blue 3DS. The four screenshots released show off how the game handles the two screens, allowing for interactive puzzles without losing the story context above.

Gameplay looks set to follow the usual clue gathering mechanic of point and click puzzles and teasers, so if your hankering for a bit of Professor Laytonesque adventure with the original detective mastermind, keep your eyes peeled for Frozen City. Meanwhile click on the thumbnails below for a closer look at some more screenshots.

Anuman Independence Day Sale

 

Anuman Interactive is throwing a huge sale to celebrate Independence Day in the United States. They are knocking down four of their biggest games on iPad, iPhone, and iPod Touch down to $0.99 for 48 hours.

XIII  – Lost Identity (iPhone)only $0.99 instead of $2.99
XIII  – Lost Identity HD (iPad)only $0.99 instead of $4.99

The Bluecoats : North vs South (iPhone)only $0.99 instead of $1.99

FBI : Paranormal Case – Extended Edition (iPhone)only $0.99 instead of $2.99
FBI : Paranormal Case – Extended Edition (iPad)only $0.99 instead of $4.99

Deadly Association (iPhone)only $0.99 instead of $2.99
Deadly Association (iPad)only $0.99 instead of $4.99

These prices will only last until July 5th, 2012 so be sure to purchase the games now to avoid any disappointment.

New Project X Zone Trailer Released

Namco Bandai has released a new trailer of their Nintendo 3DS cross over title with both Capcom and Sega, which is entitled Project X Zone. The trailer showcases the different characters from the three publishers and how they will work in this collaborative project. The trailer is ten minutes long, the longest trailer this game has seen since it was announced earlier this year. Within the trailer, it is mentioned that the game will feature elements from over 25 titles, presumably from the games represented.

Project X Zone has a final release date of October 11 and a price of ¥6,280. A limited edition of the game will also be released . It will include a 48 page artbook and a soundtrack. These will be available in limited numbers and also as first prints, which means that, once they run out, they are gone. These first print limited editions will be the same price as the software only version. Below is the box art of the game, as well as the trailer.

Source: Andriasang

Famitsu Showers Time Travelers With Praise

Famitsu have released their scores for Level-5’s next portable game, Time Travelers, to be released on the Nintendo 3DS, Playstation Vita and Playstation Portable. The four reviewers focused on the Nintendo 3DS and Playstation Vita versions of the game as the Playstation Portable version will be released a week after the 3DS and Vita version. All reviewers were unanimously pleased with the title, with all four giving the game a score of 9 each. That gives the game a total of 36 out of 40.

Set in 2031, Time Travelers revolves around an event that will change the world forever. Eighteen years earlier, in 2013, central Tokyo was destroyed by the appearance of the “Lost Hole.” These two events may have a correlation with each other. Time Travelers is set for release on July 12 on the Playstation Vita and Nintendo 3DS in Japan. The Playstation Portable version will see a release a week later.

Source: Andriasang

The Secret World Is Now Open

To players around the world on the PC platform as it has now officially been released by EA and Funcom. The game itself is retailing for $89.99AUD and is set in a world where conpiracy theories, myths and legends are all said to exist within.

Players can choose to be one of three secret organisations each vying for world domination – The Templars, The Illuminati and the Dragon. What sets this MMORPG apart from the rest is it’s unique modern day setting and it’s step away from traditional MMORPG builds.

“We are proud and very excited to launch The Secret World with Funcom,” said Sinjin Bain, Vice President, EA Partners. “This is truly a unique offering in the MMO genre, and we’re confident players are going to love exploring familiar locations in a real, contemporary world as they uncover the game’s many secrets and wonderful story.”

Players are able to travel around the world and confront various types of folklore legends, myths and other kinds of mysteries, such as fighting Count Dracula in the land of Transylvania. The game will also cost an additional  $14.99 per month, as is par with most MMORPGs.

Be sure to check out the Official Site for more info.

Dungeon Twister Review

Dungeon Twister
Developer: Hydravision Entertainment
Publisher: Hydravision Entertainment
Platform: Playstation 3 (via PSN)
Release Date: 04/07/2012 (C
Price: $9.99

Overview
Dungeon Twister is the latest video game from Hydravision Entertainment, a French independent studio. Inspired by the board game of the same name, the player takes eight characters in a series of dungeons. While the developers promoted the game, this quote caught my attention: “Dungeon Twister is first and foremost a board game, before becoming a video game,” and this statement is closer to the truth than anyone would think. The gameplay is reflecting a board game rather than a video game and it has its good and bad moments. The visuals are great and the audio is as well. But, do expect a lack of story mode and a combat system that wants more out of it.

Gameplay
If you are familiar with the popular role playing game Dungeon & Dragons as well as chess, one of the oldest strategy games out there, then the gameplay of Dungeon Twisters will be quite easy to understand. With that said, don’t expect to be the master of the dungeon with the first game. Players will have to achieve victory by gathering five victory points. These victory points can be achieved with two different methods: slaying members of the opponent’s party or reaching to the end of the dungeon. Sounds simple, only it isn’t. The dungeon is laid out with elements such as pits and closed portcullis to hinder both parties in achieving their goal.

The layout of the game is a dungeon, hinted in the name. Using action points, players can move, initiate combat and use other actions. At the beginning of each turn, players must choose a card, which determines how much action points they will have for the turn. Some are not available at first but will be once the player continues the game. The action points can be used in various ways, some of which is quite unique. Each room will usually contain a rotation gear, which allows the player to turn the room by one quarter per action point, with a ¾ turn available for three action points. Jumping over pit falls and breaking a portcullis also require action points. Action points are gold, silver and bronze in Dungeon Twister, hence knowing the in and outs of the dungeon is a must. This makes for interesting games and complex strategy for those who learn. Yes, the learning curve may be unforgiving for new players, but the reward for hanging in there is worth it.

Expect four offline modes when the game boots up. For those who want to know the rules, then there is a training mode as well as an how to play section in the options menu. A quick play mode is also on offer, jumping straight into a game. There are two versions: simplified essentially places all characters and items in random spots. An advanced game changes that and allows the player to develop their own strategy by placing characters and items around the dungeon. Challenge mode offers players 20 challenges to complete and allow them to post their results on an online leaderboard. For those who want a story mode, however, then get ready to be disappointed. There is no story mode, with the challenge mode being the closest to one, or even a story. That is quite a disappointment because it really doesn’t add a reason to actually go back and play. It could also offer context with the world and provide a background of the characters. With that said, it is better to have no story than a bad story. Online Multiplayer is also available, with an online leaderboard for online matches.

Eight characters are available to be part of your team, all with their own abilities. These are Goblin, Mekanok, Wall-walker, Thief, Warrior, Cleric, Troll and Wizard. With the use of action points, each character can use a special ability which can turn the tide of battle. Warriors can break open a portcullis, while a Wall-walker can just move through walls. However, it is quite disappointing that these characters can not acquire levels and the combat system reflects that. Instead, combat is designed through cards, rather than a statistical system found in other strategy games. This isn’t the best way to decide battles in a video game like Dungeon Twisters. It is basically get the highest numerical amount with the cards to win the fight. Does the combat system work with the game? Yeah, it does. The design of the levels might actually work in favour of the combat system. If done in a traditional way, victory points may be easily obtainable for each side, thus creating an imbalanced system.

Strategy is key in Dungeon Twister. Expect a battering if the wrong strategy is implemented, but, find the right combination, reap in the rewards. With each character requiring both their unique abilities and a coherent plan, players will wisely spend their action points. The action point system makes players think on their toes while not breaking the game. Combat does suit the style of the game, but it feels basic. The lack of any story is also disappointing, but the same could be said if a bad story was included.

Visual/Audio
For a game like Dungeon Twister, don’t expect high detailed character models or elegant settings. It doesn’t mean that the visuals are an eyesore; it is just that the camera angle won’t allow it. With that said, there really isn’t that much to see. The dungeon is a multicoloured board game with squares to represent where the characters can move to. Walls will block the character’s passage. The pits are filled with excellent textured lava, with other elements well represented with recognisable designs. The style of the game, which is cartoonish, fits with the overall theme of the game. With that said, character portraits for their profiles are beautiful and elegant.  The audio is quite interesting. In terms of the soundtrack, there are quite a few tracks available. The main theme is quite good, with an enchanting orchestra filling the player’s heart with raw emotion for battle. The sound effects and voice acting is also good.

Overall
Dungeon Twister is a fun strategy game. With that said, it is hard to recommend it for those quite new to the genre or unfamiliar to the board game. The learning curve is quite steep, but rewards persistence. The combat system, while fitting the game, could have been designed a little better, but the variety of strategy that can be implemented is quite staggering. The lack of a story mode is both a positive and a negative. While it is expected for games like Dungeon Twister to have a story mode, a bad story could weight the game down. Overall, Dungeon Twister is a great game for those who are great with strategy. For the others, maybe another strategy game should be looked at.

7-5-capsules-out-of-10