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Interview – Indy Developers, Swing Interactive

Independent developers are increasingly demonstrating their importance to the video game industry, and often outperform the big boys in creativity and innovation. With the Australian industry in the state it’s in, indy devs are arguably more important than ever here.

At the Armageddon expo in Melbourne last weekend, reps from Swing Interactive, a fourteen people-strong game dev team working out of Qantm College, demonstrated their title-in-progress: Whisperous.

I spoke to the Project Manager, Nina Nikolic and Game Designer, Ben Rejmer, about their design process, the game’s reception, the Australian game community, and of course, the weird world of Whisperous.

 

Capsule Computers: What are the core concepts of Whisperous?

Ben: The core concepts started from magnetism, a magnetic character who could attract or repel himself to or from other surfaces. So, he could stick to the ceiling, he could stick to different things.

Nina: We realized our version of it wasn’t working, and then we heard of the game Polarity, and it was exactly what we were trying to do, except it was fun. *laughs*

Ben: So then, essentially we reversed the hinge of what it was all about. So the player stayed where they were, and things in the environment were attracted to or repelled from them. As soon as we got the prototype for that up and going, everyone went, “that’s our game”.

Story and setting have come later. We’ve kind of built everything for mechanics and not necessarily narrative, but we know other people do it differently.

Nina: We kind of have a background narrative for ourselves, but we don’t necessarily tell the player anything about it. It’s just some strange world. People keep asking us “what is your character?” and we… have no idea. If you know, please let us know so we can include it! *laughs* Because, we don’t know what to call him, we don’t know what the world is called, it’s just its own world, really.

Ben: Our background narrative is very very short, and it’s actually not something that we want to put into the game for the player. It’s more for us, so we can inform what things are and how they work in the world. But he’s actually invading. This very cute little guy, looks like he’s killing the nasty monsters, but in fact he’s invading, and turning this world into something more acceptable for all of his people. He’s a nefarious little bastard.

But that’s just for us, we’re still keeping it very cute, and open, and not actually pressing that idea of him much. But that’s kind of how we want to put it, all the bits within the world are interacting and interjoined, a little ecology.

Nina: It has its own ecosystem that he’s disrupting, essentially. But we’re not trying to show that! *laughs*

 

CC: How many people are involved?

Nina: We’ve got fourteen people in total. I’m Project Manager, we have three designers, four artists, three QA and two coders. There’s an audio guy who’s not at Qantm, he’s an external guy we got to do that, and one of the designers is doubling as audio as well.

 

CC: What’s the design process you’ve used?

Nina: Initially, the entire group sat around a table, throwing around ideas. We tried a few ideas, some didn’t work, some did.

Ben: Actually we went with one early on, and got absolutely flaming shot down. So we took an axe to it, chopped out everything and went back to what worked. So it just evolved.

Nina: From there, our process is that we try to work in sprints, which is really hard when we only get six hours together a week. It can be hard to be productive, consistently.

Ben: Most of the time when we are all in the one room, it’s a very very loose Valve-Cabal system. So no one’s excluded from any area, there’s no “This is an art thing, this is a level thing”. People ask the whole team’s opinion, and three or four people might get up and say what’s good or bad or whatever. It’s a loose ongoing Cabal thing, there’s no restricting input based on someone’s role.

Nina: We get to a point, and decide that something’s working now, we’ll refine it and get it polished, and see where it can go from there. Having regular public playtesting lets us develop something, test it, fix it up, test it again.

We might try to organise an open playtesting thing somewhere, but it’s so hard to get people to notice us unless it’s a specific event, like Armageddon or Freeplay.

 

CC: What kind of feedback have you gotten from people in the industry, and the testers?

Nina: Generally, the testers love the world, they love the character, they say it’s fun. Generally the things they point out are things we know need to be tweaked, like movement or not quite knowing what they’re doing. So those are the things we need to be fixing over the next six weeks.

It’s weird, the developers who help us out seem to overthink things. Generally the players will accept the game as it is, and they love it, whereas the developers are more like “why is this like this? Why don’t you make it like this?” and that might completely change the way the game works.

Ben: The main thing we wanted to do was test it with as many people as possible.

Nina: Yeah, the people who would be playing it if we were to release it, we wanted their opinion. With these kinds of projects, you get feedback from your mentors and your peers about what should be in there, but you never find out what the players want, so that’s where we took this.

Through our public playtesting, coming to Armageddon, going to FreePlay and the version on our website, we figured out that our target market was completely wrong. We were going the usual way, you know, “Xbox players who play Xbox Live, probably male and female teenagers to adults”, or something like that. But we found out through all this public playtesting that it’s actually parents and kids under ten.

The weirdest thing that we found is that kids between the age of about five to ten, don’t even want to know anything about it, they’ll just jump in, play through the same level six times and love it. They never screw up once, they just enjoy it and they can do it straight away. Adults who play our game will come up, grab the controller and ask, “Ok, what do I do now? Tell me exactly what I need to do.” Whereas kids will intuitively grab it, have a play, press some buttons and figure out what happens themselves. And they’ll just completely annihilate the game.

Ben: The other thing is that what we’ve heard from the public is – not always, but sometimes – at odds with what we’re getting from some of the industry people. Certain people say “it should be like this, this is the way it’s done”, and you go out and show the public and they disagree. So, I’d kind of go with the customer.

That’s something that a lot of uni game projects don’t have. They might never have kids or older people playing, just other students trying it out. They’d never get that outside view on it.

Nina: Exactly. That’s why we felt it was really important to do this stuff, and were willing to put in the money and time. Otherwise we would have come out with a game that was completely different to what we have now, and I really think it would have just ended up not being as fun.

Ben: Yeah, it would probably have sucked. *laughs* Not that what we’ve done is exactly AAA, but every time we show it, more people go “I really like this”. We get asked more often, “when can I go out and buy it?”

Nina: A lot of people are asking us when we’re going to release it and we have to be honest and say, we don’t even know if we will. This is just a student project, we can’t commit to the fourteen people on the project being around after the project’s done.

Ben: There’s a very good chance that we’ll just leave it behind.

Nina: Well, I’d love to get it as polished as possible and just leave it online for people to play, for free.

 

CC: So where would you like to take it, if you could?

Nina: In a perfect world, we would actually finish the game properly and try to get it on Xbox Live Arcade or something similar. But as it stands, we really have no idea what’s going to happen to everyone after the course finishes. So we’ll just have to finish the demo and keep it up online, as a portfolio piece, more than anything.

Ben: In terms of scale, if we finished it it’d be lucky to be any bigger than the likes of Splosion Man, you know, it plays for two hours.

Nina: So, if anyone from Valve is listening, and wants to do another Narbacular Drop-type project, we’d be happy to do that for Whisperous. Just sayin’… *laughs* I think that’s the kind of thing the players want, they’re asking us to finish it, we just don’t have the resources.

Ben: Yeah, but that’s sort of the game equivalent of the real estate agent from Tasmania, who has the Prince of Denmark roll up and ask to marry her. It can happen, but it only really happens once. *laughs*

 

CC: Who in the industry is supporting the game?

Nina: At the moment, we’re just trying to get out there on our own. Qantm have helped us with putting information out to the rest of the Qantm community, on the student portal, getting people to try the game. I organised our Armageddon stand myself, and they offered to reimburse us for that, so that was fantastic.

IGDA (The Independent Game Developers’ Association) have been amazing, just letting us talk at the open mic nights, linking to our website now and again. Through IGDA, we have had contact with professionals, who are willing to give us more constructive feedback, from a development perspective.

 

CC: What is the current gaming community like?

Nina: For us, especially with the IGDA, everyone is so positive and helpful, and so supportive of everyone else. It’s fantastic. Even people who are already in studios are supporting the indy developers, and the students, they want everyone to get involved. To be honest, I’ve seen all these stories about the Australian game industry being… what was the word… “obliterated”! That’s so far out there.

Ben: It depends. If you look at just business figures, then yeah, it absolutely looks killed. But turn up to IGDA and the people who have just walked out of studios, who have lost their job, are all now going, “well bugger it, I’m still gonna keep on going”. The people are still there, and the initiative is still there, it’s just the American funding isn’t. So that won’t take long and we can turn that around, and fix it.

Nina: The hard thing is establishing our own big studios that can hold themselves together of their own accord, as opposed to being an offshoot of an American company.

Ben: Well, not necessarily big studios. The more successful Melbourne places, they’re all eight, ten people. And they probably won’t need to get much bigger than that. They’re little crews of people, that can work fast and work well.

Nina: They work efficiently, and they know how to make good games. That’s what makes them successful.

Ben: They can’t make AAA, but that’s ok.

Nina: Well, maybe they can one day. That’s the problem, it’s the resources again. I mean, look at the entirety of Australia population-wise, compared to the US, and it’s kind of obvious, that we’re not going to have as much of a boom as other countries. But yeah, we love the community here.

 Support Swing Interactive by visiting their site and downloading the beta, stalking them on Facebook or Twitter, or heading along to the next IGDA Melbourne meeting and throwing in your two cents in person.

Ubisoft Reveals New iOS, Facebook Titles

Ubisoft seems to be on an expansion role as of late. After revealing that they are going to open a studio in the Middle East, Ubisoft is adding more titles to the iOS and is now expanding to Facebook. The iOS will have more titles from some of Ubisoft’s biggest franchises, like Assassin’s Creed and Rabbids. Stephanie Perotti, Worldwide Director of Casual and Online Studios at Ubisoft, spoke on the release of new titles.

“Continued advancements in mobile phones and tablets are bringing new audiences to gaming, and Ubisoft has the well-known brands and experience as an innovator on new platforms to bring quality games to mobile customers. We’re excited to directly bring Ubisoft’s well-known brands and quality games to these players.”

Ubisoft have also announced that they will be releasing more titles for Facebook. They will be developing games based on hit TV shows like CSI Miami, NCIS and House. This is already on top of other Facebook titles they have released for CSI and The Smurfs. Games for CSI: New York and NCIS: Los Angelas will also be released, but no details have been announced as of yet. Stephanie Perotti had this to say on the announcement of more Facebook games.

“Ubisoft continues to focus on delivering a diverse portfolio of quality content across all platforms to please our fans. Our license-based Facebook titles have performed well this year, including The Smurfs & Co. and CSI: Crime City. With CSI: Miami, House, M.D.: Critical Cases and NCIS: Major Crimes, we’re giving more fans new ways of being a part of and sharing in their favorite fictional worlds.”

The Darkness II ‘Artfully Exectued’ Trailer

With the release of The Darkness II not for a few months, 2K Games have decided to quench that thirst for the darkness with a new trailer entitled ‘Artfully Executed.’ The trailer shows off some of the most gruesome, most brutal executions that one will be able to pull off using Jackie Estacado’s two tentacle minions which happen to be attached to his body. One particular execution involves violating the backside of the enemy and ripping it right out. In fact, it has its own name. However, to build suspense, it would be better to watch the trailer below.

Yes, it is gruesome. Yes, it is a little violating. But, this is one of the games that would be one of the most anticipating titles of 2012. The Darkness II will be released for the Playstation 3 and Xbox 360 on the 10th of February 2012 in Australia.

Dark Dot Review

Name: Dark Dot
Developer: GAMBIT Game Lab
Publisher: GAMBIT Game Lab
Genre: Shooter
Platform: iPad
Release: October 20 2011
Price: FREE – BUY NOW

Overview

Usually I’d say that I’m against a rogue, angry being taking over the world and becoming king, but damn these dark dots are cute. Even the vengeful ones. So here I am, saddling up for another iOS-sponsored adventure of cute, cartoon-ness and all for free!

Gameplay

So the game starts with a dark dot (now ‘Darkest of Terrors’) who is desperate to be king. This wannabe king dot has a team of darklings at his disposal that he wants you to help him use in this plan for world domination. Your team of darklings fire ahead of them at a consistent rate and you basically control their formations by drawing a shape and they quickly move into that. You can also pinch, rotate and drag them around the screen, which becomes necessary for dodging enemy blasts and manouevering around the screen.

The gameplay is one of the more interesting that I’ve seen. To be fairly honest, I wasn’t expecting something with such an inventive and intriguing gameplay from a free game. Of course, while you can do crazy things, I found that I tended to grab a tactic and stick with it. I usually just made the tightest circle possible because that had the most punch artillery-wise, and it made it easier to dodge. Then I’d move into a broader formation for the ‘aether charging circles’. You basically need to have your formation cover all of the circles in the pattern (usually three or so) and if you stay on it for long enough you get a little mega-shot saved away for when you want to use it.

Dots in your formation can be killed pretty easily, if they come in contact with the smallest cloud they die, or if they get shot by one of the bigger clouds. However, you don’t need to have them alive for you to do things such as activate charge circles, or if you let a mega-shot off even the dead ones can help you out. Reviving dots is simple, there are hearts scattered throughout levels which automatically bring back dots, and (depending on the level) there can be several in one clump.

The game works on a rolling screen, so once you bypass a charging circle or clump of lives and they’ve disappeared off the screen you won’t be able to get them back.

If you think this game sounds simple, well… Alright, it is. To begin with. There are only four levels in which you face up against clouds – or ‘elementals’ –the first stages is nice and easy, just a tutorial to get you into it, and from then on the difficulty gets markedly harder. The final level drops back in hardness, but that’s because the whole thing is designed for you to get some mega-shots under your belt so you can face the boss at the end.

Now, most people won’t be able to complete it first time around (if you’re that person who can then good on you but move aside so the rest of us don’t feel as bad), this game is challenging and interesting enough to keep you playing it for a while. However, the main drawback is that there is only those four levels and once you’re done you’re just done. Barring those people who want to get perfect, awesome scores.

But, putting this up against the fact that the app is free? Well, it’s definitely worth it!

Visual

Visually the world is stylised, cartoony, and cute. It’s got the structure and look of just another iOS game, and if it wasn’t for the gameplay I would say there isn’t much setting it apart from other games. The graphics are good though, especially for the iPad, and I have no issue with the normal iOS cuteness, so I think it’s a good show.

Audio

Each level ends with loud evil laughter, letting you know that you’re not exactly fighting for the good guys. The background soundtrack is very minimalistic, so a lot of the time I forgot I was playing a game. I think this is good, but I’m the kind of person who loves playing with the game on silent. You will get the sound effects of lightning, dots dying, and you achieving things such as the charging circles. Oh, and there’s a nice little sound byte for when you die.

Conclusion

Dark Dot really is an awesome value for money (or no money! Mwahaha!). It’s a really interesting little app, and to be honest I’d be more than happy to pay for it if there were a couple more levels. But I’m happy with the length of the game, and it’s quite good for people who want a quick little game where you feel accomplished for finishing it because it’s just enough of a challenge but not too much of one to make it impossible.

I give Dark Dot

8-5-capsules-out-of-10

DanceStar Party Review

DanceStar Party/Everybody Dance
Developer: London Studio
Publisher: SCEE
Platform Playstation 3 (Move required)
Release: Out Now
Price: AU$48.00/ US$29.16 (Available Here)

Wanna groove? Wanna move your body? Only have a Playstation 3? Then this review is for you, as DanceStar Party brings the best moves around town. Developed by London Studio, the guys behind the successful ‘Singstar’ series, this game offers extensive gameplay options, a great selection of tracks to dance to and a colourful arrangement of visuals with a person emulating the moves for the player. This is a great dancing game for everyone… well maybe not for those who call themselves hardcore gamers. As a single and multiplayer experience, it excels as a great dancing experience. I do have to point out that it does have quite a bit of a cheesy opening.

Gameplay
The gameplay for DanceStar Party involves one thing: dancing. There are an abundance of routines to dance to, depending on the song chosen and the difficulty the player undertakes. There are four difficulties rating and the amount of moves and their accuracy increases when the difficulty level cranks up. The Playstation Move is accurate, capturing moves and rewarding the player for their work.

There are several modes of gameplay that have been included in the game, all revolving around dance. Dance Now is the quick play mode, suitable for the single player experience. All the player does is pick a song, difficulty and how long they want the song (and their routine) will last for. Players can choose to dance through the whole song or go through a shorter version for a quick dance routine. Players play for points and a star rating out of five, culminating at the end. Once the player completes the routine, then they may share the video via Facebook and Twitter. Snapshots can also be taken during the routine.

Party mode is where the multiplayer experience shines. The two main modes either involve competitive gameplay or co-operative gameplay. Competitive involves the battle of the dancers, vying for accurate movements for the extra points and a better star rating. But, if the preference is for team play, then players can opt playing a co-operative game. Only two players with Playstation Move can dance, but another eighteen players can join the fun as singers. Using a microphone that is Playstation 3 compatible, friends can sing their heart out.

Then there are the three other modes of gameplay, all listed under the Dance Studio option of the main menu. Dance Creator allows the player to create their own routines using the Playstation Move. Dance Class is a training mode for all of the songs. Difficulties can be set and the songs are broken down into different sections, like the bridge and chorus. Dance Workout is in fact for those who want to lose calories and groove to the music at the same time. It tracks how much one loses during the routine of three or four songs, with the calories count at the top of the screen. The game also tracks the amount of calories the player loses over the month.

I am someone who enjoys games like Final Fantasy, Dragon Age and Valkyria Chronicles, a far cry from DanceStar Party. Despite that, this game provides gameplay which is simply fun. It is entertaining to move around the space I have, pulling off moves and actually working out in the process.

Audio
Right about now, I usually talk about the visuals of the game. Except, in this game, the visuals aren’t that important. Considering that this is a dancing game, the selection of tracks is quite important. So, how is the selection of tracks? Well… it caters for everyone. The game features 40 tracks, with the ability to add more via the Playstation Store. What makes it impressive is that the range of tracks varies and don’t adhere to one genre. Expect tracks from the 80’s, 90’s and the present day.

Artists that made the list include Basement Jaxx, Elton John, Lady Gaga and even Carl Douglas, the man who sang the very popular one hit wonder ‘Kung Fu Fighting.’ With such a diverse list, players will not be disappointed with the choice to dance to. Some of my favourite tunes include ‘Where’s Your Head At?’ by Basement Jaxx, ‘I’m Still Standing’ by Elton John and ‘Kung Fu Fighting’ by Carl Douglas. The selection was great and fits very well with the overall theme of a dancing game.

As I have mentioned, there will be songs that will be available to download via the Playstation Store, furthering expanding the track list for players to dance to. As I write this review, there are two track packs already available, featuring songs like ‘Video Killed The Radio Star’ by The Buggles and the ever so popular ‘Never Gonna Give You Up’ by Rick Astley. They do come at a price tag of $11.45 each.

The songs they did select are in fact fun to dance to. Their tempos and beats help the player immerse themselves into the game. I may not listen to some of these songs outside of this game, but I will still dance to them as they have a dance beat that is worth moving to. The music video and lyrics are also displayed during the routine.

Visual
DanceStar Party features colourful and bright menu screens as well as for backgrounds to match the tempo and beat of the song the player is dancing to. Menus are easy to navigate around and don’t lose their charm. Since it is a casual game, the usage of bright colours reflects that. The backgrounds of the routines match that of the beat of the song. Also, the animation of the character model showing what moves to perform is smooth and fluent. They match the song used. They are also an actual person rather than being some sort of cartoon character. There are also prompts on the right side of the screen to tell the player which move is required to be executed.

Overall
I came into this game with an open mind considering I do not play these sort of games. However, I am glad I did because this game is excellent at capturing its intended audience. The routines are exciting with accurate movements captured by the Playstation Move, the track selection is varied to allow a plethora of people to play along and the visuals of the game are bright and colourful. Do not dismiss this game as first sight, give it a try. I know I like it.

8-0-capsules-out-of-10

Gameloft apps shoot to the top of the charts

Modern Combat 3: Fallen Nation (which we reviewed here) has achieved a fantastic response from the public, lauching to the top 5 grossing apps on the App Store on its launch date. It’s come first in Australia, the US and Germany, second in France and fifth in the UK, Italy and Japan.

This response wasn’t exactly a surprise, the app itself is a beauty, not only in graphics but in gameplay too. Plus, the multitude of trailers and screenshots released before the game came out definitely revved people up for it.

In other war app news, Brothers in Arms 2: Global Front Free+ has jumped into the top 10 free apps in the App Store, and first in Australia.

If you haven’t already grabbed a copy of either of the apps, make sure you get on that! Versions will be released for Android tablets and smartphones soon enough, so don’t worry, no one’s going to be missing out! Check out the launch trailers for both games below.

Modern Combat 3: Fallen Nation is $6.99
Brothers in Arms 2: Global Front Free+ is free

[pro-player repeat=’true’]http://www.youtube.com/watch?v=mdF0EvDwH-Y,http://www.youtube.com/watch?v=kxRyMeFcZEw
[/pro-player]

Jurassic Park: The Game Pre-Order Details

Telltale Games have announced details for Jurassic Park: The Game Deluxe Edition for PC and Mac. This edition of the game is available exclusively at the Telltale Games Store. The deluxe pack includes a Jurassic Park staff badge (as seen in the films), a 32 page field guide map of Isla Nublar and a Jurassic Park visitor’s brochure with fold-out map as well as exclusive digital content including the game’s soundtrack and videos.

Pre-ordering Jurassic Park: The Game Deluxe Edition will also allow gamers to download the game on launch day with the physical pack shipped shortly after.For gamers that pre-order Jurassic Park: The Game on Xbox 360 at Gamestop, they’ll receive an exclusive code to download a T-Rex Xbox Avatar pet.

To receive these bonuses on Xbox 360 and PC/Mac, just make sure you pre-order Jurassic Park: The Game before launches on November 15.

Assassin’s Creed: Revelations “No Mercy” Trailer

A new and very revealing trailer for Assassin’s Creed: Revelations, has made its way online. The trailer goes under the title “No Mercy”. It the latest in a long line of Assassin’s Creed: Revelations trailers, this time with more dubstep, slow-motion killing and jumping off buildings.

So if you can’t get enough of the creed, there is enough assassinations backed up by some music with heavy distortion, to satisfy your latent insatiable blood lust. So what are you waiting for? Jump in the animus and check out the trailer below.

You can get in on the action with Assassin’s Creed: Revelations on November 15th, 2011 when it dives from a tall building into stores nation-wide. Be sure to let us know what you think of the “No Mercy” trailer in shoutbox and comments section.

A Day In A Warehouse in Eureka

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The date is Saturday the 29th of October and we (Jess and Myself) are in attendance of a convention hosted by The Hub Productions called A Warehouse in Eureka. The event involved a few things and they were all centered around the guests that had been invited to attend.

The first event of the day was a Question and Answer session hosted by Eddie McClintock. The Q&A was incredibly fun as Eddie chose to answer questions more personally by roaming around the auditorium and meeting each audience member. Everyone had an amazingly good time as all of his answers were incredibly entertaining; especially the where he talked about one of his first on screen appearances.
In his first on screen appearance, he was apparently a dancer appearing in a soap opera, only he couldn’t dance and was urged into the role by his manager (if I remember correctly). He stood out against the dancers as he couldn’t dance (and didn’t look like a dancer) and his career went from there.

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Throughout the day and between events, the staff had arranged for audience members to watch episodes of Eureka and Warehouse 13; as well play various kinds of games, such as celebrity heads for prizes. The prizes were all warehouse 13 and Eureka related in some way.

On the whole, the event was very contained, it didn’t stretch too much further from the auditorium that we were seated in; but it didn’t really need to. It also had a fairly small attendance rate, not many more than 100 people were there, so it felt a lot more comfortable and intimate with the guests.

The next guest was Colin Ferguson, who was insanely funny, and he also did a Q&A. The session took place immediately after lunch, so this had left people a little unsettled when it came to question time. And by unsettled, I mean that the audience was a little inactive in the question asking. It was okay though as Colin quickly took control over the session and utlilised his skills in stand-up comedy to engage with the audience.

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One of the most fun things of this panel was when Colin pulled out his iPhone and began Skyping his co-workers. He almost revealed their phone numbers by accident on occasion, which was even more amusing. The audience requested the cast member to be called and Colin obliged. Of all the cast requested, we managed to speak to Fargo (Neil Greyston) who revealed that he was currently on set and working on a new movie, which sounded really fun. Sadly, we couldn’t get ahold of anyone else during this period, but we did sing happy birthday into the answering machine of one of the cast members.

After the attempted prank calls, the audience was much more settled and had plenty of questions to ask. Of all the questions, the most entertaining answers had to do with the stunts and jeeps on the set. Hearing stories about how Colin got burned (on the arm and again on the face) and how the stunt-men got injured made everyone cackle; as did the stories on how the jeeps were horrible to drive (and how the best looking jeep on the outside was the worst looking on the inside).

After an entertaining chat with Colin, Eddie had returned and it was time for a joint Q&A. The joint Q&A was pretty short though, but it was incredibly entertaining and the audience asked a few good questions. The best part about having the pair on stage was when it was time to get them to draw on their shirts to sell in an auction.

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Eddie began work quickly on drawing a face on his, while Colin took a little while longer to work out what he was going to draw on himself. Eventually he settled on drawing and outline of the colon along the section of the body that it would have resided within. This colon would eventually turn into an outline of a mouth later, but it’s still a pretty interesting thing to have done on the offset.

After drawing on themselves, and each other, it was time to auction those shirts. And auctioned they were. Both shirts were sold for a combined total of over $400, and each winner had the shirts hand recieved to them by the guests. I had the pleasure of seeing Colin (who also had a higher amount bid on his shirt) strip down for the girl a row ahead of me. I should point out that I’m a straight guy, but man Colin was built like a tank under that shirt, if I was a chick I’d have been blushing hard. Eddie was also built, but he was nowhere near as attractive as Colin. I need to work out harder.

A short while after the auction, the guests had to leave the auditorium to prepare for autograph signings and the audience was included in another auction. This one had participants bidding against each other for rarer signed photos and other memorabilia from the cast and some items available only at comic-con in the US. Each item was heavily sought after by a few members in the audience and each winner paid a pretty hefty sum to win. So congrats to everyone that won something.

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Unfortunately, Jess and Myself were unable to attend the autographs signings and closing due to other commitments, but we are incredibly sure that they would have been incredibly gratifying for everyone who was able to get an autograph (considering that I, myself, have waited in line for a signing in other conventions; so I know the feel).

Overall the event was an incredibly fun ordeal and the smaller attendance rate/ smaller venue made it feel that much more better. I’d recommend that any interested in pop-culture related events check out the Hub Productions and attend any future events that they may be interested in.

I would also like to mention that Warehouse 13 and Eureka currently run on air over here in Australia on both Foxtel and free to air TV (Channel 10). So be sure to watch those shows, as they’re incredibly entertaining.

Lord of the Rings: War in the North Gets a Launch Trailer

War in the North is hitting store shelves in just a few short days, and to give us one final taste of the game before it’s released, Warner Brothers and Snowblind Studios have released a trailer showing off the game’s combat, locations, and epic set pieces.

The game takes place concurrently with the events in the books, as a new fellowship between a man, an elf, and a dwarf is formed to fight an evil power rising in the North. The game will include characters and locales from both the books and the films, and your fellowship’s journey will intersect with some of the major players of Middle Earth, such as Gandalf and Elrond.

With such high production values and the experience of Snowblind Studios, could this Action RPG be the Lord of the Rings game we’ve all been waiting for?

We’ll just have to wait for November 1st (US) and 2nd (AU) to find out, when the game comes out for Xbox 360, Playstation 3, and PC.

Oh, and if you’re unfortunate enough to live in the United Kingdom, you’ll (for some unexplained reason) have have to hang in there until November 25th.